Use the short spending route
- Open the Team tree for account-wide systems or the named Survivor tree for that character’s kit.
- Check the node’s rank requirement. Rank opens the gate but does not buy a paid node.
- Check every prerequisite. A visible evolution can still depend on its base ability node.
- Read the next destination level, not the full cost array. A node that starts at Level 1 has no charge for that built-in level.
- Spend toward one access goal, synergy, or completed branch. Reset if the route no longer serves that goal.
The permanent skill trees contain 245 player-facing nodes across 10 separate trees. The Team tree has 38 nodes. Each Survivor tree has 23. Their complete paid costs are not estimates: Team totals 434 points, and every Survivor totals 224 points.
Those totals match the maximum earned-point values for their trees. You can complete a tree, but the last point is doing real work. The built-in levels and automatic Team unlocks cost zero, so they do not create a hidden shortfall.
Separate Team and Survivor progress
The Team tree and Survivor trees answer different questions. The shared permanent Team level is the value called Survival Level on Ranger’s unlock card. Team nodes change shared statistics, starting slots, and account-wide mechanics. Survivor nodes improve that character’s five weapons, four abilities, three badges, four evolution unlocks, four synergies, and three specializations. The Survival Level and unlock guide separates that shared level from combat level and each named Survivor Level.
| Tree | Nodes | Paid points | Point cap |
|---|---|---|---|
| Team | 38 | 434 | 434 |
| Engineer | 23 | 224 | 224 |
| Ghost | 23 | 224 | 224 |
| Huntress | 23 | 224 | 224 |
| Mechanic | 23 | 224 | 224 |
| Medic | 23 | 224 | 224 |
| Pyro | 23 | 224 | 224 |
| Ranger | 23 | 224 | 224 |
| SWAT | 23 | 224 | 224 |
| Tank | 23 | 224 | 224 |
Each complete tree costs exactly its own point cap. Team has 38 nodes and 434 paid points; every Survivor has 23 nodes and 224 paid points.
This split matters after a run. A Team point cannot be treated as a spare point for one Survivor, and one Survivor’s tree is not a shared squad budget. Match the tree shown in the Camp before comparing a cost.
The Team tree contains 31 statistic nodes, four mechanic nodes, and three slot nodes. Six of its entries are permanent grants that arrive at their rank gates. is one of those grants. It arrives at Team Rank 2, costs 0, and unlocks the separate orange point bar. During a run, 4 points open a card choice. The Military Training guide covers those run-based cards and result formulas.
Survivor trees share one structure, which makes their totals comparable without making their effects interchangeable. A weapon level belongs to the named weapon. An evolution unlock opens the named pair of final branches. A synergy node belongs to the Survivor who owns that directed effect. The companion synergy guide explains why the other squad member does not automatically own the reverse effect.
The named-Weapon boundary also applies after an in-run replacement. A permanent boost for an earlier Weapon does not move to the next tier. Ability branches are different because each branch explicitly shares the base ability’s permanent boost. The Weapon replacement guide explains the Weapon relationship, and the Weapon catalog lists the exact permanent boost on every current Weapon.
Calculate level, XP, and rank
The next skill-tree level uses a linear XP requirement:
next-level XP = 1000 + current level × 50
At Level 0, the next point needs 1,000 XP. At Level 20, it needs 2,000 XP. When enough XP is converted, the current level rises by one, one spendable point is granted, and that level’s XP requirement is removed from the stored total. Extra XP can continue through more than one level.
Visible rank is derived from the current permanent level:
visible Survivor rank = floor(level ÷ 20) + 1
visible Survival rank = floor(level ÷ 40) + 1
The boundary is the part worth remembering. Survivor Level 19 is Rank 1; Level 20 is Rank 2. Survival Level 39 is Rank 1; Level 40 is Rank 2. If a node asks for Rank 2, being one level short keeps it locked even when enough points are sitting unused.
Rank is only an access check. It does not spend a point, and it does not prove that a paid node is owned. This is especially important when checking a synergy. The rank can be correct while the permanent synergy node is still at zero.
Read the next-level cost
The cost array belongs to destination levels. If a node starts at Level 0, its first paid destination is Level 1. If a weapon or ability node starts at Level 1, that first level is already present and the first paid destination is Level 2.
Level 1 uses no point. Levels 2 through 5 cost 2 + 3 + 4 + 5 = 14 points.
For , the stored sequence covers Levels 1 through 5, but Level 1 is the minimum. Moving from Level 1 to Level 2 costs 2 points. The later moves cost 3, 4, and 5. The complete paid cost is therefore 14, not 15.
Most Team statistic nodes begin at Level 0 and use five paid destinations costing 1, 2, 3, 4, and 5 points. Their total is 15. Some health and movement entries use fewer or cheaper destinations, so do not copy the 15-point total across the entire Team tree. Read the node in front of you.
Specializations commonly use three paid levels with costs of 1, 3, and 5. Evolution and synergy unlocks are one paid level at 5 points. These patterns make quick estimates possible, but the exact node record should settle the purchase.
Check every unlock gate
A paid node can require three independent conditions:
- The matching Survivor must be available when the node belongs to a Survivor tree.
- The current tree rank must meet the node’s rank requirement.
- Every listed prerequisite must be active.
The prerequisite check uses the prerequisite’s current level. The four evolution unlocks in each Survivor tree point back to their matching base ability node. Those ability nodes start at Level 1, so the prerequisite is active once the tree and rank are available. This does not waive the evolution node’s own 5-point cost.
Team grants are different. Their permanent level is already present and their cost is zero. They become available through rank rather than a purchase button.
Military TrainingRank 2 · 0 points
Badge SlotRank 2 · 0 points
LockdownRank 3 · 0 points
Item SlotsRank 3 · 0 points
Item Pool CustomizationRank 4 · 0 points
Badge SlotRank 4 · 0 points6 Team nodes are permanent rank grants. Research Pod Events is a paid mechanic node and is not part of this zero-cost set.
The zero-cost group includes system and slot access. and both grants belong here. is the exception among Team mechanic entries: it is a paid 5-point node, so reaching Rank 4 does not purchase it.
Use full refunds deliberately
Lowering or resetting a paid level returns the same destination-level cost that was charged. A Level 5 to Level 4 refund returns the Level 5 cost. A complete reset walks the purchased levels back and restores their costs.
That makes experimentation practical. You can fund a synergy route for one squad, test it, and recover those points for another route. The refund does not erase the time used to earn the points, but it does prevent one legal experiment from consuming the permanent budget forever.
Refund dependent nodes first. If a purchased node relies on a prerequisite that would fall back to zero, remove the dependent purchase before the prerequisite. This keeps every intermediate tree state legal.
Do not count automatic Team grants as refund value. They cost zero and remain rank grants. A reset of paid levels cannot create points from them.
Choose a spending goal
There is no universal best first node because the useful result depends on what you are trying to access.
For an access goal, identify the exact mechanic or slot and its rank first. If it is automatic, stop saving points for it. If it is paid, reserve its listed cost instead of buying unrelated small levels because they are available now.
For a Survivor branch, add the remaining destination costs on the named weapon, ability, badge, or specialization. A Level 1 weapon needs 14 points to reach Level 5. A Level 0 five-stage Team statistic usually needs 15. The similar totals come from different level paths.
For an evolution, reserve 5 points and confirm the matching ability node and rank. The evolution node opens the choice; it does not choose a final branch for the run.
For a synergy, confirm the node owner, rank, and required current-run ability in the synergy guide. Buying a 5-point node is one readiness gate, not the whole trigger condition.
For completion, use the tree total minus points already spent. Every Survivor tree ends at 224 paid points and Team ends at 434. Unspent points are separate from spent points, so compare the remaining tree cost with both parts of the save rather than with the balance alone.
Make a spending worksheet
Choose the Team tree or one Survivor tree. Write down the visible rank, unspent balance, and current level of each node on the route you want.
Keep four values separate: points already spent, points still unspent, the remaining route cost, and the next node whose rank and prerequisite gates pass. A legal purchase is not automatically stronger than another legal choice.
For each intended purchase, add the destination-level cost shown in the tree records. Do not charge for a built-in Level 1, and do not add an automatic Team grant to the paid route.
For a refund, return the exact cost of each paid destination you remove. Automatic grants remain in the tree and return no points because they cost none.
Avoid the common mistakes
Paying for a built-in Level 1. Weapon and ability nodes that start at 1 do not charge the first array entry. The first paid destination is Level 2.
Treating rank as ownership. Rank opens access. A paid node still needs its point cost.
Saving points for an automatic Team grant. Six Team nodes cost zero and appear through rank. Research Pod Events is paid and should not be grouped with them.
Mixing Team and Survivor budgets. Their XP, levels, ranks, points, and nodes belong to separate trees.
Counting a synergy purchase as trigger readiness. The squad pair, owner rank, purchased node, named ability, and combat condition remain separate checks.
Assuming a reset loses points. Paid levels return their exact costs. Automatic grants add no refund because they consumed none.
FAQ
How many skill-tree nodes are in YAZS?
There are 245 across the current permanent trees: 38 Team nodes and 23 nodes for each of nine Survivors.
How many points does a complete tree cost?
Team costs 434 paid points. Each Survivor costs 224. Those totals match the respective earned-point caps.
Why does a five-level weapon cost 14 points instead of 15?
It starts at Level 1. The paid destinations are Levels 2, 3, 4, and 5, costing 2, 3, 4, and 5 points.
Does reaching a rank buy its nodes?
Only automatic Team grants arrive without a purchase. Paid nodes still require their listed point cost.
Do resets refund every paid point?
Yes. Each removed level returns the cost charged for that destination level. Zero-cost automatic grants do not add points.
Is Military Training part of the permanent tree or a run?
The Team tree contains the automatic Rank 2 grant that unlocks Military Training. The 4-point choices used during a run are a separate system.
Can one tree’s points pay for another tree?
No. Match the Team or named Survivor tree in the Camp and plan inside that budget.