↜ Setup a new mastery! by WNG ↝
IntroductionThis tutorial will explain in detail the anatomy of a mastery and what needs to be setup so you can fully understand the functioning behind it and the editing possibilities. This is NOT a tutorial about making skills; this will be seen in great detail in a future tutorial (most likely my next one.)
It's important to note that the game doesn't allow adding new masteries, but rather overwriting the current ones. That means, you cannot add an 11th mastery, but you can create your own which will replace an existing mastery while your mod is running. When you replace files from a mastery with your own, remain consistant : if you are replacing the Defense mastery, only edit the Defense mastery-related files.
I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.Without further ado, let's get this started.
I. Setup your modI. Download the mod templateThere is a lot of files to import and to edit. To avoid this, simply download the mod base I have made a small mod with all the files needed to edit for the full customization of your masteries. It also contains some visual assets.
Download it here :
https://mega.nz/#!NMNRFIDa!OijXfq3gmE2xSCUSDboMmxmqe4O9ZhqVyTIVtbW9IvoPlace the downloaded mod here :
C:\Documents\My Games\Titan Quest - Immortal Throne\Working\
Make sure that inside your folder there's the folders "assets", "database" and "source". If there's an intermediary folder, remove it. If that has all been done correctly, your mod is now ready to be opened with the ArtManager, as always located in your game installation folder.
II. Anatomy of a Mastery ModThis section will now discuss the multiple components that are related to the masteries.
I. Mastery Skill Trees (skills/.. skilltree.dbr & mastery.dbr)Those files are the essential components to a mastery, the very core where you can decide the skills and the bonuses your masteries will provide. Those are located in your mod's database, more commonly under the "skills" folder (or xpack/skills or xpack2/skills, if we speak of the Dream or Rune mastery.) In the mod template, you can find a folder inside the "skills" folder which is named "new_mastery", containing the two files mentionned above.
• mastery.dbr will contain all the necessary information that is related to the mastery button (
which increases your mastery level.) As I usually tend to do in my tutorials, I'll list the important fields to edit. Anything that is omitted shouldn't (or rather doesn't have to) be edited.
Spoiler for Hiden:
HeaderUI InformationOffensive ParametersSpoiler for Hiden:
Offensive Global (for offensive bonuses with a global chance (5% of +10% Total Damage, +20% Poison Damage, ...))
Offensive Absolute (for flat/percent based damage bonuses)
Offensive Duration (for damage/debuffs over time bonuses)
Offensive Influence (for debuffs for a set duration, such as Confusion, Mind-Control, etc.)
Retaliation ParametersSpoiler for Hiden:
Retaliation Global (for retaliation bonuses with a global chance (5% of 15 Piercing Retaliation, 20 Elemental Retaliation, ...))
Retaliation Absolute (for flat retaliation bonuses)
Retaliation Duration (for DoT retaliation bonuses)
Defensive ParametersSpoiler for Hiden:
Defensive Absolute (for resistances bonuses)
Defensive Special (for resistances versus certain DoTs)
Defensive Misc (for blocking/reflecting bonuses)
Defensive Influence (for secondary resistances)
Monster Defense (for tertiary resistances)
Character ParametersSpoiler for Hiden:
Character Bonus Attributes (for direct stats bonuses)
Character Speed (for speed bonuses)
Character Regeneration (for regeneration bonuses)
Character Ability (for dodge/critical hit bonuses)
Character Reserve (for mana reservation reduction bonuses)
Requirement Reduction (for requirement reduction bonuses)
Spoiler for Hiden:

Self-explanatory. Also, you do
NOT need to add the negative.
Skill Parameters (for bonuses that regard spells)
Spoiler for Hiden:
Skill Reduction (for reduced recharge and mana costs)
Projectile Bonus (for projectile speed)
Racial Bonus (for increased offense/defense versus certain races)
Pet Bonus (for bonuses to all pets)
As this may suggests, you can introduce any sort of bonus to your mastery bar. The developpers from Iron Lore preferred to stick with attribute bonuses, but you can go beyond those boundaries.
• skilltree.dbr will be used by the game to determine which skills are part of your mastery. As you open it, you will see there's 26 slots for skills (one of them being your mastery.dbr from earlier), which means your mastery can hold up to 25 skills with the current hardcoded limits. Make sure to reference your mastery.dbr at the first field, and any of your skills in the following fields. There's also a field for the skill level, which is normally set at 0. If any value other than 0 is given, the skill will be directly available to your skill bar at the specified level.
Very important notice : Make sure to include any skill modifier directly under the parent skill. If you do not, the skills in question may not function as intended. See the spoiler below for an example.