📑MasterSkillTree
Registration of the Master Skill Tree nodes (the Master Level skill tree): passive bonuses and upgrades for active skills, along with their prerequisites.
Column
Accepted Values
Description
Index
Number, unique per node
Identifies the tree node. Referenced by RelatedSkill, ReplaceSkill, and RequireSkill of other nodes.
Group
Number from 1 to 3
Which of the 3 branches of the tree the node is located in.
Rank
Number
Position/tier of the node within the branch — defines the visual layout and dependency order in the tree.
MinLevel
Number
Minimum level of the node (usually 1).
MaxLevel
Number
Maximum level of the node (how many points can be invested in it, usually 20).
MainValue1 – MainValue20
Decimal number
Strength of the bonus at each level of the node (MainValue1 = level 1, MainValue20 = level 20).
RelatedSkill
ID of an Index from Skill.txt, or 0
Active skill that this node directly enhances. 0 = does not enhance any active skill (it is a pure passive bonus).
ReplaceSkill
Node ID of another tree node, or 0
Node that this one replaces/upgrades (an upgrade of an already existing bonus). 0 = does not replace anything.
RequireSkill (1st column)
Node ID of another tree node, or 0
Prerequisite: must have this node learned first. 0 = no prerequisite.
RequireSkill (2nd column)
Node ID of another tree node, or 0
A second prerequisite, if any. 0 = no second prerequisite.
DW / DK / FE / MG / DL / SU / RF
ID of the equivalent node for this class, or 0
0 = this class does not have this node. Any other value = the actual node ID that represents this position in that class's tree.
Notes
The 7 class columns at the end do not follow the standard
0/1/2pattern 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".RelatedSkillandReplaceSkillonly apply to nodes that upgrade an existing active skill — pure attribute nodes (Strength, Energy, Max HP, etc.) leave both set to0.
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