> For the complete documentation index, see [llms.txt](https://changelog.matrixemulator.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://changelog.matrixemulator.com/welcome/server/muserver/data/skill/masterskilltree.md).

# MasterSkillTree

<mark style="color:green;">Registration of the Master Skill Tree nodes (the Master Level skill tree): passive bonuses and upgrades for active skills, along with their prerequisites.</mark>

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th><th></th></tr></thead><tbody><tr><td><strong>Column</strong></td><td><strong>Accepted Values</strong></td><td><strong>Description</strong></td></tr><tr><td>Index</td><td>Number, unique per node</td><td>Identifies the tree node. Referenced by <code>RelatedSkill</code>, <code>ReplaceSkill</code>, and <code>RequireSkill</code> of other nodes.</td></tr><tr><td>Group</td><td>Number from 1 to 3</td><td>Which of the 3 branches of the tree the node is located in.</td></tr><tr><td>Rank</td><td>Number</td><td>Position/tier of the node within the branch — defines the visual layout and dependency order in the tree.</td></tr><tr><td>MinLevel</td><td>Number</td><td>Minimum level of the node (usually <code>1</code>).</td></tr><tr><td>MaxLevel</td><td>Number</td><td>Maximum level of the node (how many points can be invested in it, usually <code>20</code>).</td></tr><tr><td>MainValue1 – MainValue20</td><td>Decimal number</td><td>Strength of the bonus at each level of the node (<code>MainValue1</code> = level 1, <code>MainValue20</code> = level 20).</td></tr><tr><td>RelatedSkill</td><td>ID of an <code>Index</code> from <code>Skill.txt</code>, or <code>0</code></td><td>Active skill that this node directly enhances. <code>0</code> = does not enhance any active skill (it is a pure passive bonus).</td></tr><tr><td>ReplaceSkill</td><td>Node ID of another tree node, or <code>0</code></td><td>Node that this one replaces/upgrades (an upgrade of an already existing bonus). <code>0</code> = does not replace anything.</td></tr><tr><td>RequireSkill (1st column)</td><td>Node ID of another tree node, or <code>0</code></td><td>Prerequisite: must have this node learned first. <code>0</code> = no prerequisite.</td></tr><tr><td>RequireSkill (2nd column)</td><td>Node ID of another tree node, or <code>0</code></td><td>A second prerequisite, if any. <code>0</code> = no second prerequisite.</td></tr><tr><td>DW / DK / FE / MG / DL / SU / RF</td><td>ID of the equivalent node for this class, or <code>0</code></td><td><code>0</code> = this class does not have this node. Any other value = the actual node ID that represents this position in that class's tree.</td></tr></tbody></table>

### <mark style="color:yellow;">Notes</mark>

* The 7 class columns at the end do not follow the standard `0`/`1`/`2` pattern used in other files — here, each column contains the node ID corresponding to that class (since each class has its own node numbering within the tree), rather than a simple "can/cannot".
* `RelatedSkill` and `ReplaceSkill` only apply to nodes that upgrade an existing active skill — pure attribute nodes (Strength, Energy, Max HP, etc.) leave both set to `0`.
