Skill Tree Glossary
- Skill Tree
- Technically refers to the skill system as a whole. In casual usage this will also likely be used when referring to skill classes, such as "the Firepower Skill Tree".
- Skill Class
- Classes of Skill Nodes encompassing a specific set of Skills
- For example: The Firepower Skill Class contains weapon-based skill nodes.
- Skill Node
- A single node within a skill class. Most skill nodes are part of a set; you'll need to acquire the full set to receive the full skill benefit for the equipment or ability the Node relates to.
- For example: The Range 1 Skill Node within the Firepower Skill Class. There are ten Range Skill Nodes in total, all within the Firepower Skill Class.
- Locked Skill Node
- A single node within a Skill Tree that you have not yet acquired. All Skill Nodes start as locked by default, and must be unlocked/acquired by purchasing the Node with a Skill Point. Locked Nodes possess an orange lock icon. Once a Skill Node is acquired it is immediately made Active.
- For example: In the Figure 1 the player has not yet acquired the Laser Duration 1 Skill Node within the Firepower class.
- Active (Equipped) and Inactive (Unequipped) Skill Nodes
- When a skill node is Active its benefit is being applied to the 'Mech. When a Skill Node is Inactive its benefit is not being applied to the 'Mech.
Active Nodes are visually highlighted; Inactive Nodes are not. De-activating and re-activating a skill node. You do not need to spend another Skill Point to re-activate a skill node you previously acquired.
- For example: In Figure 1 the player has acquired the Range 1 skill node. That node is currently active. The player has previously acquired the Range 3 skill node, but that node is currently inactive.
- SP (Skill Points)
- Purchased per-'Mech using a combination of C-Bills and XP, Skill Points are used for purchasing skill nodes. Once a skill node has been purchased it is considered 'owned', and can be de-activated or re-activated later at any point without needing to acquire a new skill point.
- Purchasing 1 skill node requires 1 skill point.
- All 'Mechs possess a maximum of 91 active Skill Points.
- Skill Points are only required for the initial purchase of a Node.
- GSP (General Skill Points)
- A general form of skill points. General Skill Points work much the same as regular skill points, but they are not locked to any specific variant.
You can use general skill points to purchase skill nodes for any 'Mech you wish. General skill points can not be purchased; they are only received as part of the refund/transfer process from the old Skill Tree.
- HSP (Historic Skill Points)
- Historic Skill Points carried over from your account prior to the release of this skill tree. Historic skill points are a 'transition' currency to account for skill statuses from the old Skill Tree. The skill status of a 'Mech under the previous system is converted into an associated number of HSP. The player can then assign any amount of HSP to a specific variant or its duplicates for use in the Skill Tree.
- XP ('Mech XP)
- A 'Mech-specific experience type. 'Mech XP can only be used toward the purchase of skill points for the specific 'Mech on which that 'Mech XP is present.
- GXP (General XP)
- A general experience type. GXP can be used toward the purchase of Skill Points for any 'Mech.
- HXP (Historic XP)
- Historic XP carried over from a player's account prior to the release of the new Skill Tree. 'Mech XP from the previous skill system (whether spent or unspent) will be returned to the associated variants as a shared HXP pool. GXP spent on 'Mech Skills from the previous skill system is returned to the associated variants as a shared HXP pool. HXP must be converted into 'Mech XP before it can be used for skill unlocks. There is no cost associated with converting HXP into 'Mech XP.
- Performing a respec refers to the act of un-equipping one or more skill node on a chosen 'Mech for the purpose of 'respecing' it with new Skills.
Adapted from May-2017 patch notes