---
key: mechanic/game-mechanics--gm-skill-tree
type: mechanic
id: game-mechanics--gm-skill-tree
lang: en
title: Skill tree
summary: >-
  Progression points unlock linked nodes. A chosen path defines a
  specialization: some upgrades are immediate, while others require earlier
  investments.
updatedAt: '2026-10-21'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-skill-tree/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-skill-tree.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-skill-tree.md
aliases:
  - Skill trees
tags:
  - Game design techniques
  - Progression
  - Character
sourceIds:
  - source-722c8a012b5e794d
  - source-0fb531488d34e1c6
  - source-e6334788435add3d
  - source-5d6fd7309d3a0ef6
  - source-e90fabef292a4b97
  - source-099b58071670c2bb
  - source-9f2a915a1ac28603
sources:
  - id: source-722c8a012b5e794d
    title: 'Game Mechanics: Skill tree'
    url: 'https://gamemechanics.org/patterns/skill-tree'
    verifiedAt: null
  - id: source-0fb531488d34e1c6
    title: Far Cry 3 (2012)
    url: 'https://gamemechanics.org/patterns/skill-tree/game/far-cry-3'
    verifiedAt: null
  - id: source-e6334788435add3d
    title: Far Cry 4 (2014)
    url: 'https://gamemechanics.org/patterns/skill-tree/game/far-cry-4'
    verifiedAt: null
  - id: source-5d6fd7309d3a0ef6
    title: 'Tom Clancy''s Ghost Recon: Breakpoint (2019)'
    url: >-
      https://gamemechanics.org/patterns/skill-tree/game/tom-clancys-ghost-recon-breakpoint
    verifiedAt: null
  - id: source-e90fabef292a4b97
    title: Assassin's Creed Valhalla (2020)
    url: >-
      https://gamemechanics.org/patterns/skill-tree/game/assassins-creed-valhalla
    verifiedAt: null
  - id: source-099b58071670c2bb
    title: Dying Light 2 Stay Human (2022)
    url: 'https://gamemechanics.org/patterns/skill-tree/game/dying-light-2'
    verifiedAt: null
  - id: source-9f2a915a1ac28603
    title: Last Epoch
    url: 'https://store.steampowered.com/app/899770/'
    verifiedAt: null
relations: []
placements:
  - catalogId: game-mechanics
    id: gm-skill-tree
    title: Game design techniques
    url: 'https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-skill-tree'
    categoryIds:
      - gm-category-progression
      - gm-category-character
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-21'
    title: Skill trees
    description: >-
      Progression points unlock linked nodes. A chosen path defines a
      specialization: some upgrades are immediate, while others require earlier
      investments.
    image:
      src: images/mechanics/last-epoch-skill-tree.webp
      width: 1440
      height: 810
      game: Last Epoch
      sourceUrl: 'https://store.steampowered.com/app/899770/'
      originalUrl: >-
        https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/899770/ss_e51b2a99932a05cc5e97da15080b358835c66343.1920x1080.jpg?t=1792426633
      credit: Eleventh Hour Games
      rights: © Eleventh Hour Games. All rights reserved.
      caption: Ballista upgrade branches
      alt: >-
        Last Epoch: a Ballista tree with allocated and empty nodes, connecting
        paths and three unspent points.
      markers:
        - x: 50
          'y': 22
          label: Points still available to allocate
        - x: 57
          'y': 67
          label: An allocated path connects several upgrades
    tips:
      - Show a node’s requirements before a point is spent.
      - Distinguish changes in play style from numerical improvements.
    examples:
      - title: Last Epoch
        url: 'https://store.steampowered.com/app/899770/'
endsAt: null
provenance: >-
  Editorial reference index based on the 199 public Game Mechanics pattern pages
  checked on 2026-10-20. Original concise RU/EN definitions by
  gamemechanics.pro; pattern names, category associations and game-reference
  URLs retained from gamemechanics.org. The source gallery includes a film
  analogy. Linked materials retain their original rights; references are
  upstream attributions, not independent verification.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/game-mechanics
---
# Skill tree

id: game-mechanics--gm-skill-tree
type: mechanic
key: mechanic/game-mechanics--gm-skill-tree
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-skill-tree/

Progression points unlock linked nodes. A chosen path defines a specialization: some upgrades are immediate, while others require earlier investments.

## At a glance

![Last Epoch: a Ballista tree with allocated and empty nodes, connecting paths and three unspent points.](https://gamemechanics.pro/images/mechanics/last-epoch-skill-tree.webp)

[Last Epoch](https://store.steampowered.com/app/899770/) · © Eleventh Hour Games. All rights reserved.

1. Points still available to allocate
2. An allocated path connects several upgrades

- Show a node’s requirements before a point is spent.
- Distinguish changes in play style from numerical improvements.

- [Last Epoch](https://store.steampowered.com/app/899770/)

## How it works

Linked progression nodes govern the unlocking of abilities.

## Variants

### How the technique works

<a id="gm-skill-tree-rule"></a>

- Linked progression nodes govern the unlocking of abilities. <a id="gm-skill-tree-definition"></a>

## Context and limits

All 199 Game Mechanics entries at the check date: player actions, systems, presentation techniques and contested patterns. Entries are grouped by their first source-card category; all categories appear in their descriptions. Definitions use original wording. References link to game-specific galleries; images and videos remain at the source.

## Connected materials


## Sources and provenance

Editorial reference index based on the 199 public Game Mechanics pattern pages checked on 2026-10-20. Original concise RU/EN definitions by gamemechanics.pro; pattern names, category associations and game-reference URLs retained from gamemechanics.org. The source gallery includes a film analogy. Linked materials retain their original rights; references are upstream attributions, not independent verification.

- [Game Mechanics: Skill tree](https://gamemechanics.org/patterns/skill-tree) (id: source-722c8a012b5e794d)
- [Far Cry 3 (2012)](https://gamemechanics.org/patterns/skill-tree/game/far-cry-3) (id: source-0fb531488d34e1c6)
- [Far Cry 4 (2014)](https://gamemechanics.org/patterns/skill-tree/game/far-cry-4) (id: source-e6334788435add3d)
- [Tom Clancy's Ghost Recon: Breakpoint (2019)](https://gamemechanics.org/patterns/skill-tree/game/tom-clancys-ghost-recon-breakpoint) (id: source-5d6fd7309d3a0ef6)
- [Assassin's Creed Valhalla (2020)](https://gamemechanics.org/patterns/skill-tree/game/assassins-creed-valhalla) (id: source-e90fabef292a4b97)
- [Dying Light 2 Stay Human (2022)](https://gamemechanics.org/patterns/skill-tree/game/dying-light-2) (id: source-099b58071670c2bb)
- [Last Epoch](https://store.steampowered.com/app/899770/) (id: source-9f2a915a1ac28603)

CC-BY-4.0 · gamemechanics.pro contributors
