Attributes open the tree
Three attributes — Strength, Vitality and Fluorescence — each gate a coloured branch. This is the part that catches people out: you do not simply spend points downward. Each branch has a core skill, you cannot progress past it without upgrading it, and you cannot upgrade it without first hitting the attribute threshold behind it.
| Attribute | Branch | Covers |
|---|---|---|
| Strength | Red | Melee abilities |
| Vitality | Green | Durability-side skills |
| Fluorescence | Blue | Flower and hair abilities |
Strength
- Branch
- Red
- Covers
- Melee abilities
Vitality
- Branch
- Green
- Covers
- Durability-side skills
Fluorescence
- Branch
- Blue
- Covers
- Flower and hair abilities
You need less of the tree than it looks
Only the skills directly above the one you want are required. Side branches are optional, and a skill has to be bought once — enhancing it further is a separate decision you can defer. Reading the tree as "everything above must be maxed" is what makes it feel unaffordable.
Respec is partial, and the exception matters
Attributes, core skills and the skills below them can be reset for amber, through an NPC in the second area. Points spent at the top of the tree — Blade Arts and Bloom Arts — are permanent. So the reversible mistakes are cheap and the irreversible ones are all in one place: be deliberate at the top, experiment below.
Two creators, two opposite routes
IGN leads with Emma’s Helm Splitter route (via Shakuyaku) plus Koo’s Taunt and his healing and status mods. LaserBolt argues the tree should be worked upward toward Emma’s core ability instead of descending, prioritising the Entanglement gauge and its overdrive. Both are launch-week reads of the same tree by people who played it. We publish the disagreement rather than picking one and hiding the other — if a route is contested, that is the most useful thing we can tell you.
