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Every Day We FightUnofficial PC field guide

Every Day We Fight character builds and skills

Every Day We Fight: work out why a skill stays locked

PC · EA template + Codex cross-check · Sources checked 2026-11-02

The short answer

Read the target node's prerequisite first, then check whether an incompatible alternative is already selected. For a branch's final skill, count the advanced choices in that same branch instead of counting every skill bought on the character.

A spare Skill Point is only one condition for an unlock. The published skill reference also lists predecessor ranks, alternative choices and requirements for the final skill in a branch.

On this page

Check the lock in this order

  1. Confirm that the selected Thorn has an unspent SP.
  2. Read the target skill's named predecessor and required rank. Follow the chain back to the base ability if needed.
  3. Check the listed mutually exclusive skill. Buying one alternative can prevent the other regardless of spare SP.
  4. For a final branch skill, inspect that branch's advanced-choice requirement. The published reference lists three advanced choices for examples such as Second Chance, Keeps On Givin' and Return On Investment.
  5. For a tool-dependent skill, also confirm story access to the tool. Leo's Encruster requires the Resonator Dart Gun; Vivian's Early Departure route requires the Teleporter.

Distinguish missing progress from a deliberate choice

What you seeLikely checkNext decision
A skill beyond a base ability is unavailableIts predecessor/rankBuy the required earlier node if that is the route you want.
One of a pair cannot be selectedMutual exclusionChoose the preferred route; extra SP does not make the pair compatible.
A final branch node remains unavailableAdvanced choices within that branchCount qualifying choices in the correct branch.
A traversal-related skill has no usable toolStory tool requirementContinue the required campaign progression rather than expecting the skill to grant the device.

Keep respec advice separate

The older DBLTAP build articles describe refunding and reallocating points. They do not establish the exact current 1.0 button path, so this page does not invent a respec menu or promise that every choice can be reversed at any moment. Inspect the installed game's confirmation text before changing a completed build.

Plan within the release level cap

The official1.0notes cap level at24. Do not plan a build around an older suggestion that enough grinding eventually buys every desirable node; preserve the prerequisites and exclusion choices that matter for the selected role. The notes do not supply a new full skill-tree chart.

If it does not work

  • More SP does not unlock the node: recheck the named predecessor, same-branch count and exclusion.
  • A tool skill is bought but cannot be used: possessing the required story device is a separate condition.
  • Your current card differs: follow its requirement and record the build instead of treating the undated reference as a later-build guarantee.

How to tell it worked

The missing prerequisite is identified, or you establish that the desired node conflicts with a choice you intentionally made. The selected route can then be planned without spending SP toward an incompatible combination.

Sources & version

Steam / Windows PC. An attributed July 2025 Early Access build template, compared with the published Codex skill cards on 2 November 2026. Exact Codex capture build/date is unknown. This is conditional planning advice, not a personal 1.0 test or a best-build guarantee.

  • IndieTome — Characters & skills — Relevant full skill entries and prerequisites checked 2 November 2026. Codex transcription/reference; exact capture build and date are not declared.
  • IndieTome — Getting started — Complete discoveries, skills, reticle, cover and stash entries checked 2 November 2026. Exact capture build/date not declared.
  • Marco Wutz — Dylan build, DBLTAP, 10 July 2025 — Full Early Access recommendation read 2 November 2026. Used as an attributed starting build, cross-checked against the separate skill reference; not a current 1.0 best-build test.
  • Official 1.0 release notes — 22 October 2026 — Contemporaneous official body/source record reused from this site's first-release research. It confirms expanded weapons and parts, difficulty/saves and balance changes; it does not verify every third-party build or later build.

Source check: 2026-11-02. See our source and version policy.