Skill Upgrade Guide: Spend Skill Points Where the Chain Pays
Skills are the most direct power lever in the game, and the most wasteful when upgraded blindly. Learn which skill to raise first and where the materials come from.
Current Orbis version

Read the skill before raising it
Every hero skill has levels, and the published data ties each level to an effect: damage, cooldown, stacks, or the apply-and-consume conditions that feed a chain. The useful upgrades are the ones that change a behavior your team needs, so the first step is reading the skill's level table in the hero database /heroes and marking the level that matters. A skill that gains its status application at level 5 is worth more at level 5 than a maxed filler skill.
The same level table exposes the cost curve. Skill upgrades consume materials and gold per level, and the later levels cost more for smaller relative gains. When the budget is tight, the efficient milestone is the level that unlocks or strengthens the chain effect, and further levels are a later decision.
Where skill materials come from
The current progression data ties skill growth to combat content. The Hunt activity is a dedicated boss arena feed that the community documents as a skill-material and crafting-resource source, and the game's own quest data includes a Hunt Tutorial, confirming the activity exists and is taught. Skill materials also appear in the daily and activity loop, so the supply chain for skill upgrades is: Hunts for the dedicated materials, plus the daily activities for the supporting currencies. Check the progress database /progress for the current activity list and the boss database /bosses for the encounter details.
Because skill materials are shared across the whole roster, a wide upgrade habit starves every hero. The shortage ledger in the material planner /material-planner shows the real cost of "upgrade all six skills" on three heroes, and it is usually the reason progress stalls in the midgame.
Prioritize the chain edges, then the payoff
Skill points should follow the same order as team investment: the opener's status skill, the connector's two edges, then the finisher's Signal. The opener's apply skill gates whether the chain starts at all; the connector's consume-and-apply pair gates whether it continues; the finisher's Signal level gates the damage. The team builder /team-build identifies which edge each hero carries, and the hero database /heroes shows the level milestones on the relevant skills.
The damage-only skills are the trap. Raising a filler skill because it is cheap delays the chain skills that share the same material pool. If the team feels weak, check the chain edges before the damage numbers; a broken edge reads as low damage even when the raw stats are fine.
Set a skill milestone, spend, verify
Plan one skill milestone per session instead of dumping the whole material stock: pick the skill and level, count the cost in the material planner /material-planner, spend, then test the chain in combat to confirm the effect appeared. Verifying in play matters because some effects only show at certain levels and some requirements (stacks, activation conditions) only apply at the new level. If the chain still fails, the missing piece is a different skill, an ascension gate, or a target-side issue—check those next.
When the milestone is confirmed, the next one becomes the highest-value unspent level among the three chain edges. Repeating this loop keeps every skill material on a working chain and makes the power growth visible.
Rebuild the skill plan after every roster change
Skill priorities are team-specific, so they change when the roster or patch changes. A hero that joins the active trio later needs its chain skills raised from wherever they are, and a skill that was low priority can become the top priority when the hero moves into the connector slot. Re-run the priority question after every unlock: which edges does the current team need, and which levels are still missing. The team builder /team-build and hero database /heroes answer both from the current data, and the answer both from the current data, and the material planner /material-planner keeps the budget honest.
The same review should check the damage-only skills on the bench. When a bench hero's filler skill is fully leveled while the active trio's chain edges sit at minimum level, the materials are in the wrong place even though the numbers look fine. Compare the bench's spent levels against the trio's missing levels in the material planner /material-planner once a week, and move the budget back to the chain before the next content push. Skill materials are the shared bottleneck, so the ledger, not the notification, decides where they go.