PLAY

Hero Siege skill tree

Official Hero Siege Steam store screenshot 1 (1920×1080 App-ID 269210 asset).

A Hero Siege skill tree starts as two main class trees plus sub-skill trees that reshape every active ability,
per Steam about-the-game copy. Incarnation Tree is a separate passive layer that opens at hero level
100.
Ether Tree is a mechanics atlas fed by special Hell and Inferno quests. There is no first-party numeric node dump for a planner; counts below come from Season
9 and Season 10
patch marketing. Open one layer at a time.

Class trees and sub-skills

Official Hero Siege Steam store screenshot 7 (1920×1080 App-ID 269210 asset).

The two main skill trees are how a Viking or a Prophet actually plays before level
100.
Sub-skill trees hang off active abilities and rewrite them. Item modifiers stack on top of those sub-skills. Official class JS does not publish per-node values,
so this page does not invent numbers. Open the in-game trees on your class and spend against the two-column layout Steam describes.

Pick the class first on the roster,
then spend the two trees during Act
8.
Incarnation will not save an empty class tree. Augments listed in the Adventure Journal sit beside crafting and prospecting; they are not a fourth tree,
they are Journal recipes you apply to gear.

Two columns are the class. Sub-skills rewrite actives. Item modifiers stack. No public node dump. Spend through Act
8
on those trees. Augments are Journal recipes,
not a fourth tree. Bard solos and Prophet forms are class-tree identity,
not Incarnation passives.

Incarnation at 100

Incarnation Tree unlocks at hero level 100. Season 9 marketed 1600+ nodes. Season 10 adds over 600
more. Each hero level spends a point and the spend is uncapped,
so the tree keeps taking points after
100.
That is the entire first-party numeric claim:

1600+, +600, level 100,
uncapped points. There is no public dump of every node.

Community helper documentation says Glyphs and Essence of Incarnation were removed in Season
9. Season 10
notes do not restore them. Do not plan a Glyph farm. Open the Incarnation layer on this page for the sealed
1600+ / +600 copy, then spend in-game.

Unlock at 100. 1600+ in Season 9. +600 in Season 10.
One point per hero level,
uncapped. Glyphs and Essence of Incarnation were removed in Season
9
and are not restored. Open the Incarnation disclosure to read
1600+ and +600
in the layer body. It does not replace class actives.

Open class trees first

A new seasonal hero should spend the two class trees through Act
8
before touching Incarnation or Ether. Incarnation is closed until hero level
100.
Ether wants Hell and Inferno quests. Opening the Incarnation disclosure on this page is the contract check for
1600+ and +600;
it is not a reason to dump class points into a passive layer you have not unlocked.

Viking rage,
Prophet summons,
Bard solos,
and Stormweaver lightning all live on class trees. Season
10's extra 600 Incarnation nodes and 100
Ether nodes stack after that. If you only remember one order:
class trees,
Act
8, Odin, Ebontharn, then Incarnation at 100,
then Ether on Hell and Inferno quests. Augments stay in the Adventure Journal beside crafting and prospecting recipes,
not on the Ether atlas. Glyphs stay removed; do not hold points waiting for them. Ether guarantee is a later Hell
/Inferno spend, not a town tutorial.

Ether mechanics

Ether Tree is the mechanics atlas. Season
9 marketed 400+ nodes. Season 10 adds over 100
Ether nodes and lets players guarantee Ether mechanics with enough investment. Special Hell and Inferno quests feed it. Inferno is the endgame difficulty after Hell in the Season
10
rewrite,
with Nightmare described as Hell
1 and Hell as roughly Hell 4.5.

Guarantee language in Season 10
means investment in Ether can lock a mechanic rather than rolling it. That is a mechanics-tree feature,
not a class unique. Keep Ether closed until you are in Hell or Inferno quests unless you already know which mechanic you are buying. Class trees remain the only place a Bard solo or a Prophet shapeshift is defined. Incarnation does not replace those actives; it stacks passives after
100.
Open the Incarnation disclosure on this page to see the sealed
1600+ and +600 sentences in one layer.

400+ in Season 9. +100 in Season 10.
Guarantee mechanics with enough investment. Fed by Hell and Inferno quests. Inferno is after Hell; Nightmare is Hell
1; Hell is roughly Hell 4.5.
Ether is not a class tree. Keep it for mechanics,
not for Viking rage or Prophet summons.

Steam about-the-game:
craft a hero through two main skill trees plus sub-skill trees that reshape every active ability. Each class has sub-skills and item-based modifiers that push builds in unique directions. Spend here from the first town through Act
8.
This layer is class identity,
not Incarnation and not Ether.

Opens at hero level 100. Season 9 marketed 1600+ nodes; Season 10 adds +600.
Each hero level spends a point,
uncapped. Glyphs and Essence of Incarnation were removed in Season
9 per community helper notes; Season 10
news does not restore them. Treat Incarnation as a late passive sponge,
not a replacement for the two class trees.

Mechanics atlas. Season 9 marketed 400+ nodes; Season 10 adds +100
and lets players guarantee Ether mechanics with enough investment. Fed by special Hell
/
Inferno quests. Ether is not a class tree and not Incarnation; it is the seasonal mechanics board.

Augments

Listed inside Adventure Journal alongside crafting and prospecting recipes.

Related pages