Skill Tree
Confirmed (Press)The branching skill tree spans 24 minor, 9 medium, and a range of greater and major perks across seven branches. The tree is partially implemented during Early Access.
The skill tree is how Fatekeeper’s classless promise becomes real. There are no fixed classes — instead you spend points across a large, branching web of perks to shape the Druid into whatever you want. The studio dedicated a developer blog to it (“Skill Tree! And some Shots of the Hub”), and press who saw the perk viewer described a tree “reaching toward a hundred options.”
Perk tiers
The tree is organized into four ascending tiers, and the counts shown in the developer showcase are the canonical numbers to know:
- 24 minor perks — small, foundational bonuses.
- 9 medium perks — meatier upgrades.
- Greater perks — “plenty,” per the showcase; significant power spikes.
- Major perks — “a few dozen” build-defining capstones across the branches.
The tier vocabulary — minor → medium → greater → major — is the developers’ own.
The seven branches
The perk viewer spanned seven branches. Five of them are the magic schools; two are non-magic:
| Branch | Type | Theme |
|---|---|---|
| Fire | Magic | Burn and ignite (Pyromancy) |
| Ice | Magic | Freeze and Shatter (Cryomancy) |
| Wind | Magic | Shove and reposition (Aeromancy) |
| Leecher | Magic | Life drain (Sanguimancy) |
| Spell Alteration | Magic | Modify your other spells |
| Melee | Combat | Weapon damage and techniques |
| Consumable | Items | Alchemy and consumable scaling |
A few confirmed example perks give the flavor: Shatter (ice — crush frozen enemies with blunt weapons), a returning thrown dagger that boomerangs back to you (melee/rogue), and a consumable perk that adds a chance not to use up items and scales their effect with how many you carry.
How it drives builds
Because the branches are mix-and-match, the tree is the engine behind every archetype on the Builds page — a Shatter frost-melee build leans ice + melee, a pyromancer pours into fire, a rogue blends melee + leecher, and an alchemist invests in consumable. See Progression & Attributes for how attributes and combat styles layer on top of the tree.
Early Access — provisional. The full tree shown in the developer blog is the design target. The Early Access build (the game’s first couple of hours) exposes only a subset of these perks; the complete tree fills in over the planned ~18-month Early Access period. Treat exact node layouts as subject to change.
| Tier | Count | Role |
|---|---|---|
| Minor | 24 | Small foundational bonuses |
| Medium | 9 | Meatier upgrades |
| Greater | "plenty" | Significant power spikes |
| Major | "a few dozen" | Build-defining capstones |
| Branch | Type | Theme |
|---|---|---|
| Fire | Magic | Burn and ignite |
| Ice | Magic | Freeze and Shatter |
| Wind | Magic | Shove and reposition |
| Leecher | Magic | Life drain |
| Spell Alteration | Magic | Modify your other spells |
| Melee | Combat | Weapon damage and techniques |
| Consumable | Items | Alchemy and consumable scaling |
Sources
- Steam store — Fatekeeper (App 2186990) Confirmed (Official)
- Official Steam dev blog — Skill Tree (And some Shots of the Hub) Confirmed (Official)
- GameGrin — skill-tree report (24/9 perks, branches) Confirmed (Press)