Skill Tree
Guide to the Nova Raider Skill Tree, connected cells, class planning, build families and token spending.
NovaRaiderTeam
· Skill Tree
Overview
The Skill Tree is a long-term progression system built around Skill Tokens, connected cells and ship-focused build planning. The current tree has 198 bonus cells across 51 effects, with 242 connections that determine which cells can be reached next.
The best build is not simply the one with the most bonuses. A strong Skill Tree path matches your ship class, your main activity and the resources you are trying to improve: combat, farming, Flash Missions, Reactors, Gems or group play.
How Unlocking Works
| Rule | How it works | Planning tip |
|---|---|---|
| Token spending | Skill Tokens are spent to unlock cells in the Skill Tree. | Save enough tokens for the path, not only the final bonus. |
| Connected cells | A locked cell becomes available when it touches an active cell or a starting cell. | Sometimes a cheap connector is better than buying every nearby bonus. |
| Class-exclusive cells | Some bonuses only apply while the active ship belongs to the matching ship class. | Check your current Ships before investing deeply into a class route. |
| Changing ship class | Unlocked cells stay unlocked, but class-exclusive bonuses can stop applying until you fly the matching class again. | Universal bonuses are safer; class-exclusive bonuses are stronger when your class plan is stable. |
| Resetting | The first reset is free. Later resets cost 9,900 Stars and refund 90% of spent Skill Tokens. | Reset when your main ship, farming plan or PvP role changes enough to justify rebuilding. |
Main Build Families
Use these families as planning shortcuts. They are not fixed builds: mix them based on your current ship, available Skill Tokens, Researches, Gems and the content you actually play.
Progression and Economy Families
Combat and Class Families
| Family | Best for | Key nodes |
|---|---|---|
| Raider pressure and self-sustain | Player pressure, kill rewards, shield breaking and offensive tempo. | Critical regeneration; Victory drain; Impulse of serenity; Offensive momentum; A victorious impulse; Shield-breaking strike; Structural defense; Self-healing ship; Increased vampirism |
| Tank resistance | Shield absorption, passive response and direct damage reduction. | Optimum protection; Buffered regeneration; Passive response; Full defense |
| Support protection and team play | Ally protection, support damage tools and death-triggered utility. | Saving sacrifice; Echo care; Optimized damage to stand-alone units; Offensive heritage; Self-healing ship; Defensive Diversion |
| Trader route efficiency | Stock, Market management, resource conversion and route speed. | Weekly storage; Enriched harvesting; Fast-cycle reactor; Catalyst ores; Remote collection system; Enriched uranium conversion; Event collection extension; Capsule-reactor synergy; Rapid energy response; Utility sprint |
Buying and Resetting Nodes
A node can be purchased only when the player has enough Skill Tokens and it touches a default or already unlocked node in the relevant tree. A purchased or default node cannot be bought twice. Changing ship class recalculates the active class bonuses; it does not let an isolated node ignore the connection rule.
The first reset is free. Later resets cost Stars. A reset clears purchased nodes and returns 90% of the Skill Tokens spent, so repeated experimental resets have a real cost. Default nodes remain available.
Skill Tree effects are recalculated after node purchases, resets, ship changes and respawn. They can affect combat statistics, group capacity, ammunition, Market orientation and duration, Squadron behavior, Reactor deposits, travel and other systems. The value shown in the relevant interface reflects the combined active bonuses rather than the node in isolation.
FAQ
What should I unlock first? Start with bonuses that improve your current activity immediately. Farming players usually value Stock, Market and resource nodes, while combat players usually value damage, survivability, cooldown or class pressure nodes.
Are class-exclusive nodes bad if I switch ships? No, but they are more conditional. They are powerful when you commit to Raider, Tank, Support or Trader play, and weaker when you often change class.
When should I reset? Reset when your long-term plan changes: a new main ship, a different role in Groups, a stronger Market route, a Reactor-focused plan or a PvP build change.
Related Articles
Skill Tokens, Ships, Researches, Weapons, Shields, Gems, Reactors, Market, Missions: Flash, PvP, Groups.