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Skills

# Skills

Combat has a skill tree, opened with K. A skill never locks something you could otherwise do: it either nudges a figure (a wider parry window) or opens a technique the body could always attempt badly. Nothing is gated on what you're holding by name.

Every figure here is a placeholder.

Points and pools

There are seven trees, each with its own pool of points, earned by doing that tree's thing. Spend points on a node with Learn in the skill screen. A node needs the nodes it requires to be learned first. Points and learned nodes survive death.

Earning points

Pool You earn it by Points
Anchor landing a parry, per attacker 10
Veil a roll that dodged a blow struck by something (fire and other sourceless damage don't count), per attacker 8
Brute a main-hand hit with a blade, mace or spear (by its design, not its name) 3
Onslaught any blow with an empty main hand (a punch, a kick) 3
Observation a gun hit (a bullet) from 6 blocks or more away; nearer hits pay nothing 2
Proficiency surviving a blow struck by something, per attacker (fire, falls and other sourceless damage don't count, and a blow that kills you pays nothing) 4
Chaos killing something yourself, by any means, as a bonus on top of that hit's own pool 6

Repeats pay less. Each award is 60% of the previous one from the same target (or attacker), and one repeat is forgotten every 10 seconds. A dummy stops paying; a fresh enemy pays in full. Off-hand strikes earn nothing yet.

Techniques, keys and stamina

Many nodes unlock a cast: a technique you slot into one of three cast keys (default Z, Y and G) on the Equip tab of the skill screen, then fire with that key. Nodes that are not casts are riders (they change what a blow, parry or roll does) or plain figures (a number nudged).

  • Stamina is the one meter. It runs to 100; each cast spends some (its cost is in its description). After about a second without spending it refills, and refilling costs a little hunger.
  • Rearm. A cast that fires is spent until its rearm happens: a timer, a landed blow, a landed parry or staggering something. Each node lists its own; a node with none shares the clock of the node it requires.
  • Some nodes sit in an exclusive group: you can own only one of them at a time (respec to swap). Some need a trait on the weapon and do nothing without it.

The trees

Each tree is a web grown from one root node; the table lists nodes from the root outward.

Anchor

Anchor: hold ground. Parries, bracing, taking blows without moving, and what you answer with. Pool anchor.

Node Cost Needs Does
Wider window 20 Parry window +2 ticks
Quick recovery 30 Wider window Parry recovery -4 ticks (shorter)
Settle 30 Wider window Parry recovery -2 ticks (shorter)
Tight redirect 30 Wider window A turned projectile flies straighter (-1.5 degrees of spread)
Challenge 40 Quick recovery Cast: ring your weapon on your guard; every hostile within ten blocks turns on you. The weapon pays a point of wear for the noise. Costs 15 stamina.
Hard stagger 40 Tight redirect Parried attackers stagger +25% longer
Roll with it 50 Quick recovery A parry on the last tick takes the blow on the weapon's flat: excess force becomes extra stagger on the attacker instead of weapon wear. Price: the late tick.
Brace 60 Quick recovery Cast: plant yourself for four seconds. Knockback cannot move you and you can barely walk, and every blow taken is held by your mass (armour counts) against the attacker's: the held share is not taken, it goes into the attacker as stagger, and the held weapon wears for it. Costs 20 stamina. (once used, rearms on a timer.)
Return fire 60 Tight redirect A weapon parry in its window turns a bullet back at the shooter carrying the round's own energy, not a multiple. Price: the parry timing, and the blow wears the weapon.
Braced 40 Brace Recoil is momentum. Opens the recoil techniques.
Human shield 60 Brace Cast: the body you hold takes every blow aimed at you for as long as you hold it. If it dies, so does the cover. Needs a hold (Grab). Costs 20 stamina. (once used, rearms on a timer.)
Rebuke 60 Hard stagger Cast: for three seconds every melee blow you take is struck back at the attacker for six tenths of what it dealt. You still take all of it. Costs 25 stamina. (once used, rearms on a timer.)
Shield wall 70 Brace Cast, with a shield or blocking item in hand: for three seconds anything that comes at you inside the cone in front is turned back and staggered once, by its mass and speed. Costs 25 stamina. (once used, rearms on a timer.)
Riposte 80 Hard stagger, Tight redirect After a successful parry, your next melee hit within 1.5 s (30 ticks) deals 1.5x damage. (once used, rearms on a landed parry.)
Braced fire 50 Braced Shooting braced (crouched against a block, or in the air against a wall) sheds most of the heat bloom of the spread. Price: it needs terrain.
Throwback 50 Riposte A parry made with the off hand empty returns the attacker's stagger doubled; the riposte window is your free counter. Price: a free hand, so no shield or dual wield. (excludes Answer, Slip; respec to swap.)
Answer 60 Riposte The first blow after a clean parry is blocked outright. Price: the guard rearms only when you land a blow, so waiting buys nothing. (once used, rearms on a landed blow; excludes Throwback, Slip; respec to swap.)
Slip 60 Riposte A parry on the window's very last tick turns into a step-through: the blow whiffs and you end up behind the attacker. Price: the last tick is the narrow one, and a missed slip is normal recovery. (excludes Throwback, Answer; respec to swap.)
Advance 70 Shield wall Cast: for three seconds walk forward behind a held guard; everything in front is shoved back by the ratio of your mass to its, and the lighter ones are staggered. Needs a shield-type item. Costs 25 stamina.
Reckoning 70 Riposte Cast: the damage your parries took in the last ten seconds is banked, and this lets it go as one blow at what you face, staggering it by twice that. The harder you were hit, the harder it lands. Rearms when you stagger something. Costs 30 stamina. (once used, rearms on staggering something.)
Reprisal 70 Riposte Cast: for five seconds every parry you land is answered at once with a blow at whoever struck. Costs 25 stamina. (once used, rearms on a timer.)

Veil

Veil: act unseen. Rolls, shadow steps, smoke, wall kicks. Pool veil.

Node Cost Needs Does
Shadow step 50 Cast: vanish and step in behind the nearest thing in front of you, within nine blocks, on the side it is not facing. Needs room to stand there. Costs 25 stamina.
Quiet roll 25 Shadow step Roll goes 1 block further
Ambush 50 Shadow step The first blow within three seconds of a Shadow step staggers its target, by the blow over its mass, tripled, whatever it was facing. The step is the opening; a dagger's backstab is a different thing (the weapon's own).
Pocket sand 50 Shadow step Cast: throw a fistful of the ground at the eyes of a cone: loose sand blinds six seconds, dirt three, bare stone gives you nothing to throw. Targets lose you and flinch. Reads the block underfoot. Costs 15 stamina.
Smoke step 60 Shadow step Cast: roll out of a cloud left where you stood; for three seconds anything inside it loses you as a target, unless it is already at your elbow. Costs 25 stamina.
Long roll 20 Quiet roll Roll goes 1 block further
Slip past 35 Quiet roll Roll invulnerability +2 ticks
Dodge charge 40 Quiet roll Rolling through an attack clears the gun's cycle wait, so the next shot is ready at once. Price: the roll has to cross a blow, and it rearms on the clock. (once used, rearms on a timer.)
Grit 40 Pocket sand Rider: Pocket sand blinds two seconds longer, and crushed stone underfoot will do.
Thick smoke 40 Smoke step Rider: Smoke step's cloud is half again as wide and lasts five seconds.
Vanish 70 Smoke step Cast: invisible for about five seconds, less the more armour you wear (mass clanks); landing a blow gives you away. Reads worn armour mass. Costs 20 stamina. (once used, rearms on a timer.)
Far roll 25 Long roll Roll goes 1 block further
Long shadow 40 Vanish Rider: Vanish lasts three seconds longer.
Spent-case draw 40 Dodge charge Reloading during a roll takes only as long as the roll has left. Price: the reload still needs the roll to be long enough.
Wall kick 70 Long roll Tap jump in the air, facing a wall, within 1.2 s of sprinting or rolling on the ground, to kick off it, up and back. Costs hunger; resets fall distance. (once used, rearms on a timer.)
Wall rebound 60 Wall kick A wall kick keeps its momentum for one more kick off a second wall before you touch ground. Price: it needs a second wall. (excludes Wall smash; respec to swap.)
Wall smash 60 Wall kick A kick that sends a foe into a wall adds the weight of the armour they wear to the stagger. Price: it needs a wall at their back. (excludes Wall rebound; respec to swap.)
Wall run 70 Wall kick Cast: with a wall beside you, run along it for most of a second, the wall taking your weight; look steers, crouch drops you. Reads whether a wall is at your side and your sprint. Costs 20 stamina.

Brute

Brute: overpower. Weight: the bigger hit, the heavier body, the harder push. Pistol-whipping, grabs and throws, maces and spears, stomps. Pool brute.

Node Cost Needs Does
Grab 20 Take hold of what is in front of you, bare-handed. A worn glove improves it: a longer hold, and heavier targets. Throw and the grip nodes build on it.
Pistol whip 15 Grab Hold the melee-stance key to swing a held gun as a bludgeon. Damage and recovery follow the gun's mass. (once used, rearms on a landed blow.)
Firm grip 25 Grab Grab holds 1 second longer
Mace quake 60 Grab A mace blow of 5+ damage shakes the ground: bodies within 2.5 blocks of the target are knocked back and staggered.
Quake leap 60 Grab Cast: vault forward and up, and land hard. The landing shoves everything within reach and staggers it by your mass (armour counts) and how far you fell, over each target's own mass. A heavy armoured fighter shakes the ground. Costs 25 stamina.
Heavy butt 25 Pistol whip Parried attackers stagger +15% longer
Iron grip 45 Firm grip Grab holds 2 seconds longer
Chamber 50 Pistol whip A pistol-whip heavy enough to stagger the target fires a free shot at it. Needs a loaded gun; one stagger, one shot. (once used, rearms on a timer.)
Stomp 50 Quake leap Cast: your whole weight on the nearest staggered thing in reach, as damage and a fresh stagger. Nothing standing steady will take it. Rearms on a stagger. Costs 20 stamina. (once used, rearms on staggering something.)
Dual draw 60 Pistol whip The off-hand gun can pistol-whip too, on its own cooldown.
Throw 60 Firm grip Release a staggered body you have pulled in (a grab, or a grapple that reached you) past you along your look; mass decides how far, and whatever stands there does the rest. Price: you are left in reach, recovering. Spent until you stagger something. (once used, rearms on staggering something.)
Whirl 60 Mace quake Cast: a full turn with the held weapon, striking everything in reach at four-fifths of its damage and staggering it by that damage over its mass. Rearms when you stagger something, so it chains off a parry or a kick. Costs 30 stamina. (once used, rearms on staggering something.)
Cleave 70 Mace quake Cast: raise a heavy weapon (damage 5 or more) and bring it down; the target takes the blow and a crack runs seven blocks on, staggering by the weapon's damage and fading with distance. Costs 30 stamina. (once used, rearms on a timer.)
Point blank 70 Pistol whip Cast: fire into a body you hold or one already staggered within reach; the round's whole impulse is stagger and, past ten joules to the point, damage. Costs a round and 25 stamina. (once used, rearms on a timer.)
Vice 35 Iron grip Grab holds 1 second longer
Brand 40 Heavy butt A whip with the barrel above the burn line sears the target by the barrel's temperature, and the barrel gives up some heat. The more you fired first, the harder it brands. Price: you shot to get it hot, and a hot barrel burns your own hand. (excludes Muzzle stagger, Bayonet drill; respec to swap.)
Crush 40 Stomp Rider: Stomp hurts half again as much.
Muzzle stagger 50 Heavy butt A point-blank shot just after a whip lands its impulse as stagger on the target, over the target's mass: a heavy bore shoves hard, a small one barely. Price: you have to be on top of them; spent until you land a blow. (excludes Bayonet drill, Brand; respec to swap.)
Bayonet drill 60 Heavy butt With a bayonet lug fitted the swing is a thrust that rides the gun's own cycle, hitting by the bayonet metal's hardness. Price: the lug is a part you must build and carry. (excludes Muzzle stagger, Brand; respec to swap.)
Bowling 60 Throw Cast: hurl the body you hold along your look; everything it strikes is staggered by its mass, and it takes the knocks too. Needs a hold. Costs 25 stamina. (once used, rearms on a timer.)
Spear vault 60 Whirl A spear thrust landed while sprinting on the ground vaults you up and forward. 2 s cooldown.
Punish 70 Chamber Cast: a heavy blow, over twice the weapon's damage, on the nearest thing in reach that is already staggered; nothing standing steady will take it. Rearms on a stagger. Costs 25 stamina. (once used, rearms on staggering something.)
Spin 90 Chamber, Dual draw Sneak while pistol-whipping to spin: hits every body within 2 blocks, but recovery is 1.5x longer.
Hamstring 60 Spear vault Cast: a low cut at what you face, for seven tenths of the weapon's damage, that cripples its legs: slowed hard for four seconds. A fighter that cannot close or flee is a fighter you choose the range against. Costs 25 stamina.

Onslaught

Onslaught: relentless rhythm. Fist and kick chains, dual-wield tempo, running gunfire. Pool onslaught.

Node Cost Needs Does
Jab 30 Standing on the ground, an unarmed blow reaches a little further. Price: only standing; it is the start of the chain. A move landing soon after the one before it in the chain hits 30% harder.
Kick 20 Jab Drive a kick into whatever is in front: a stagger from your mass (armour counts) against the target's. Needs the skill; gear can grant it. Wall Smash and Breach Kick build on it.
Lunge 50 Jab A sprinting unarmed blow staggers half again as hard and guards you for a few ticks. Price: you have to be at a run, and it comes after Jab. A move landing soon after the one before it in the chain hits 30% harder.
Rising tempo 50 Jab Cast: with empty hands, start a chain: each blow you land within a second and a half of the last is fifteen percent harder than the one before, to eight deep. A pause breaks it. Rearms on a landed blow. Costs 20 stamina. (once used, rearms on a landed blow.)
Sweep 50 Jab A standing unarmed blow also strikes everything across a wide arc in front of you at part damage. Price: standing still, and it comes after Jab. A move landing soon after the one before it in the chain hits 30% harder.
Walking fire 50 Jab Cast: three rounds from the held gun, each laid on the next target in front of you, so one press sweeps a room. Every round heats the barrel and spends ammo as usual. Costs 30 stamina.
Blade flourish 60 Jab A landed blade hit takes 10 ticks off the roll cooldown (parry and kick wait on it too).
Running bolt 30 Walking fire An open-bolt gun kept firing has 20% less spread and kick
Twin reload 30 Walking fire The extra reload time of a gun in each hand is 50% shorter
Wall force 40 Kick A kick that pins a foe to a wall staggers +50% more
Feint 50 Blade flourish With a one-handed weapon in each hand, an off-hand strike pressed while your main hand is mid-swing cuts in at once at full strength and the target flinches. Price: spent until you land a blow. (once used, rearms on a landed blow.)
Breach kick 60 Kick A kick on a target already staggered knocks it down; on a steady one it only shoves. Kick what is already broken.
Chop 60 Lunge A falling unarmed blow drives the target down. Price: you have to be falling; it follows a Lunge. A move landing soon after the one before it in the chain hits 30% harder.
Dropkick 60 Kick Cast, in the air: dive forward and down; the landing is a kick on whatever is under you, by your mass (armour counts) over its. Costs 25 stamina.
Pummel 60 Lunge Cast, empty-handed: six quick blows on whoever you face, the last one a stagger. Costs 30 stamina.
Snap volley 60 Walking fire Cast: up to three rounds, four ticks apart, each at the next nearest living thing in the forward cone. The gun's own cycle may refuse a follow-up; each round spends ammo and adds heat. Costs 30 stamina. (once used, rearms on a timer.)
Swing 60 Rising tempo Cast: fix a line to the block you look at, four to twenty-four blocks away, and pendulum across the gap on it; crouch to let go. Reads the rope and your momentum. Costs 20 stamina. (once used, rearms on a timer.)
Frenzy 70 Rising tempo Cast: with empty hands, swing eighty percent faster for five seconds; afterwards three seconds of swinging a third slower, winded. Costs 30 stamina. (once used, rearms on a timer.)
Catch breath 30 Pummel Every timer rearm takes 1 seconds less
Hard kick 30 Breach kick A kick that pins a foe to a wall staggers +25% more
Spring heel 30 Dropkick Every timer rearm takes 0.5 seconds less
Draw switch 40 Feint Swapping to a weapon of a different build family gives you the swing back at once instead of restarting the recharge. Price: you carry two kinds of weapon, and it rearms on the clock. (once used, rearms on a timer.)
Axe kick 60 Breach kick Cast: an overhead heel on the nearest thing in front; a raised guard is broken and its bearer staggered by your mass. Costs 25 stamina. (once used, rearms on a timer.)
Haymaker 60 Chop Cast: wind up for half a second, then one punch for nine damage that shoves a body back by your mass over its. A miss leaves you staggered. Costs 30 stamina. (once used, rearms on a timer.)
Uppercut 70 Chop A rising unarmed blow launches the target. Price: you have to be rising; it follows a Chop. A move landing soon after the one before it in the chain hits 30% harder.
Wall crush 30 Hard kick A kick that pins a foe to a wall staggers +25% more

Observation

Observation: see and reach. Aimed shots, coins, weapon reach, the grapple. Pool observation.

Node Cost Needs Does
Called shot 70 Cast: the round is aimed not at where the thing under your crosshair is but at where its motion puts it by the time the round arrives. Needs line of sight, forty blocks at most. Costs a round, its heat and 25 stamina. (once used, rearms on a timer.)
Close work 30 Called shot Blows landing inside half your reach recharge the swing faster. Price: at the tip you get nothing. Excludes Far end. (excludes Far end; respec to swap.)
Far end 30 Called shot Blows landing out at the tip of your reach hit harder, more the more head-heavy the weapon. Price: up close you get nothing. Excludes Close work. (excludes Close work; respec to swap.)
Coin flip 60 Called shot Cast: toss a coin and shoot it. A harder coin than the round rebounds it to the nearest thing within 24 blocks that has a clear line from the coin, seen or not; a softer one is punched through. Heavy coins slow the round. Price: a stamped coin, 15 stamina, and it rearms when you land a blow, or after 30 s out of a fight. (once used, rearms on a landed blow.)
Recoil vault 60 Called shot A shot fired airborne or against a surface pushes you by the gun's impulse over your mass: a rifle launches you, a pocket pistol nudges. Price: a hot or worn gun wears faster when used as a thruster.
Dead eye 70 Called shot Cast: for five seconds, your next shot leaves exact, with no spread, and its round counts as twice as hard against armour. Rearms when you land a blow. Costs 25 stamina. (once used, rearms on a landed blow.)
Patient hand 30 Dead eye Every timer rearm takes 1 seconds less
Keen eye 35 Far end Parry window +1 ticks
Second mark 60 Coin flip The coin cast may be used twice: a second coin goes up while the first is still in the air, with no rearm of its own. A rebound goes into the other coin first, so you can shoot a coin into a coin and on to a target. Price: a second stamped coin and a second 15 stamina, and the shot has to be fast. (excludes Round the corner; respec to swap.)
Round the corner 70 Coin flip The rebound looks three times as far for a target. Price: it still needs a clear line from the coin, and it gives up the second press. (excludes Second mark; respec to swap.)
Mark and fire 90 Dead eye Held cast, with a hammer-and-cylinder gun (a revolver): hold the key and your sights on things, and each beat marks one more of the rounds chambered, a thing can take several. Let go, fill the cylinder or run dry of stamina, and the hammer lets go: you swing round to each mark in turn and put an exact shot in it, two ticks apart. You walk slowly while laying it and have six seconds. Every round still heats the barrel and spends ammo. Costs 10 stamina, then 4 a second while held. (does nothing without a weapon with the fan trait.)
Fast reel 25 Keen eye Grapple reels +20% faster
Winch 45 Fast reel Grapple reels +30% faster
Reel in 50 Fast reel Cast: haul the nearest thing within twelve blocks to you on a line; it arrives staggered by your mass (faster reel nodes hit harder). A body over two and a half times your mass will not come. Costs 20 stamina. (once used, rearms on a timer.)
Vault 60 Fast reel Cast: spring off the shoulders of the nearest thing in front and land behind it; it is staggered by your mass pushed off it. Costs 25 stamina.

Proficiency

Proficiency: survive. Healing, breath, heat, getting out of trouble. Pool proficiency.

Node Cost Needs Does
Field dressing 25 Held cast: stand still and hold the key to bind your wounds. Health comes back while you hold it, and stamina drains 25 a second, so a full bar buys about four hearts. Moving, taking damage, full health or an empty bar ends it: it is for between fights. Rearms on the clock. (once used, rearms on a timer.)
Blood up 35 Field dressing Three empty-hand hits, each within three seconds of the last, with no damage taken between, heal one heart. Taking a hit breaks the run. Rearms on the clock. (once used, rearms on a timer.)
Second breath 40 Field dressing Cast: a deep breath that refills stamina to sixty and pauses its regen, as a rest does. Worn armour presses on the chest: heavy plate breathes to about forty. Costs no stamina; rearms when you land a blow. (once used, rearms on a landed blow.)
Hot clear 50 Field dressing Sneak-reload with the barrel near cook-off ejects the chambered round unfired. Price: it only helps where cook-off is a danger.
Last stand 60 Field dressing Taking a hit that leaves you at 3 hearts or less makes the next roll that swallows a blow a free parry: the attacker is staggered and your riposte opens. Price: it takes a hit to arm, and it rearms only by the clock. (once used, rearms on a timer.)
Quick hands 25 Second breath Every timer rearm takes 0.75 seconds less
Callused hands 30 Hot clear Bare hands take the scald band: anything under 300 Tu can be held or touched unhurt. Burning and searing still hurt; gloves and tongs still do better.
Shake off 40 Last stand Cast: a hard full-body shake. If you are burning it beats the fire out; otherwise it clears the harmful effect with the most time left. One thing per cast. Rearms when you stagger something. (once used, rearms on staggering something.)
Breather 45 Blood up A kill with a modular weapon in your main hand gives back stamina by the weapon's mass: 10 a Mu, between 10 and 40. A heavy weapon earns a deep breath.
Grit teeth 50 Last stand Cast: set your body for four seconds. Every blow lands lighter by a share read off the armour you wear: 15% bare, up to 55% in full plate. You are rooted, three tenths slower, while it lasts. Rearms on the clock. (once used, rearms on a timer.)
Extra i-frames 30 Grit teeth Roll invulnerability +2 ticks
Adrenaline 40 Quick hands Stamina regenerates +100% faster while under 30
Break free 40 Shake off Shake off first throws off any rope someone else has on you (a grab, a hooked weapon) and staggers whoever held it, by their mass. Your own grapple is left alone.
Steady lungs 40 Quick hands Every timer rearm takes 2 seconds less
Cauterize 60 Callused hands Cast: press a hot piece from either hand to the wound. A piece hot enough to burn heals three hearts, one hot enough to sear heals six, and you take that band's burn and catch fire. The piece comes away 200 Tu cooler. Needs something at least burning hot in hand. (once used, rearms on a timer.)
Sear shut 50 Cauterize A Cauterize with a piece hot enough to sear also clears the harmful effect with the most time left. Price: the sear's own burn and fire.
Wind back 50 Adrenaline A parry landed while your stamina is under 30 gives 15 back, without pausing regen. Price: you have to be low and still parry; rearms on the clock. (once used, rearms on a timer.)

Chaos

Chaos: break things. Burn, blind, pin and disrupt. Pool chaos.

Node Cost Needs Does
Pin down 60 Cast: for eight seconds, any round you fire that passes close to a living thing slows it hard, hit or not. The crack of a near miss is what pins them; area denial from a gun that is not trying to hit. Needs a gun in hand. Costs 20 stamina.
Wide pin 40 Pin down Rider: Pin down catches anything within three blocks of a round's path.
Slide 50 Pin down Cast: from a sprint, skid low along the ground; every body in the way is tripped once, staggered by your mass (armour counts). Costs 15 stamina.
Muzzle flash 60 Pin down Cast: fire the gun as a blast. The round's baked impulse is the stagger of everything in the cone in front, and the flash blinds it. A heavy bore staggers a lot, a light one barely. Costs 30 stamina.
Dazzle 40 Muzzle flash Rider: Muzzle flash blinds for six seconds.
Held pin 40 Wide pin Rider: Pin down lasts sixteen seconds.
Rending heel 45 Slide Rider: Axe kick also wears the target's armour.
Concussive 50 Muzzle flash Rider: Muzzle flash staggers half again as hard.
Marked rounds 50 Muzzle flash A close shot leaves a powder burn on the target for a while; your next melee blow spends it as damage. Price: you have to get close, and the burn fades.
Pry open 60 Wide pin A blow landing on a target whose weapon was just beaten (staggered, or guard up) binds that hand; a raised shield is disabled instead. Softer, more worn steel binds longer. Price: only on an opening, and spent until you parry. (once used, rearms on a landed parry.)
Overheat 70 Muzzle flash Cast: vent a hot barrel (150 Tu over the room or more) as a burning cone; the hotter, the longer and the longer it burns. The barrel loses two thirds of its heat and scalds the hand that holds it. Costs 30 stamina.
Scorch 45 Overheat Rider: Overheat sets its targets burning twice as long.
Disarm shot 60 Marked rounds Cast: a round aimed at the weapon hand of whoever you face within twenty blocks; if it leaves the muzzle, what they held falls at their feet and they flinch by the round's impulse. Costs a round and 25 stamina. (once used, rearms on a timer.)
Searing strike 60 Overheat Any held item above the burn line sears what a landed blow hits: a blade fresh from the fire, never keyed on what it is. The item cools. Price: a hot hand burns you, and the heat is spent.
Steady barrage 30 Scorch Every timer rearm takes 1.5 seconds less
Forge slam 60 Searing strike Cast: slam a held item above the burn line into the ground. A ring of searing goes out by its temperature, and the item gives up heat to it, more the more it burns. A forge-fresh blade is a bomb for one swing. Costs 30 stamina.

Respeccing

An Unlearning Token (paper, an ink sac and an iron nugget, shapeless) un-buys every node and gives the points back. It isn't used up if you hadn't learned anything.

Skills from gear

A worn curio can grant a technique directly, as if you'd bought it. The Feedbacker grants its projectile punch this way.

Datapacks

Trees are datapack files (data/<namespace>/skill_tree/*.json): a tree name and a list of nodes, each with an id, a cost, the nodes it requires and either a figure and amount or an unlock id; optional rearm, exclusive, branch and needs_trait. A pack can add a tree.

Commands

/feedback skill grant <tree> <points> (operators) gives points to test with. Trees: anchor, veil, brute, onslaught, observation, proficiency, chaos.