http://www.grimdawn.com/forums/showthread.php?t=39503
in there people are suggesting that it isn’t possible.
i’m seeing people coming up with all sorts of awesome masteries. i’d love to merge them all together but its not possible?
http://www.grimdawn.com/forums/showthread.php?t=39503
in there people are suggesting that it isn’t possible.
i’m seeing people coming up with all sorts of awesome masteries. i’d love to merge them all together but its not possible?
It’s not possible, there are several files that need to be changed to be able to add more.
For example, we only have 9 mastery enumerations:
The “mastertable” file only has support for 9 control panes (these show the mastery and all the skills once you select a mastery)
But we have 10 slots for skill trees in the character files…

though it doesn’t matter because without the enumerations or classtables for masteries past the 9th, you won’t see them properly.
Beg to crate so we can have infinite masteries! TQ + GD + NCFF!
Just keep twisting Rhis’ arm. He has to give at some point :o
Sent from my SCH-R950 using Tapatalk
We can only hope :eek:
also as collaborative beggars. we should also ask for the ability to have THREE masteries as well. just ^3 the complexity of the builds please k thanks.

its a weird limit to have for a game like this where most of the innards are easily accessible.
is it hardcoded in the .exe?
oh and thank you for presenting me a well documented answer. I think that should serve to explain the problem to anyone else interested.
I wonder is there some work around?
There is a workaround to get more skills per mastery I think, but not more masteries. Pretty sure anyway.
For more skills per mastery you’d “recycle” other masteries but end up with less masteries total. (or use the skills that exist in the other skill trees, such as the empty quest one if that works)
So basically you’d have mastery1skilltree full, 35 skills is the cap I think. So then you’d take the mastery2skilltree and put some in there, and then you just link them properly in the UI and I believe it should work… but that’s not what we want.