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Skill Masteries

Skill Masteries let you specialize your character beyond the normal skill cap. Once a skill reaches 90, you can learn its mastery from a matching NPC, then level it up by earning XP from hunting (or harvesting and crafting, for the gathering and crafting masteries). Each mastery grants passive perks and a powerful ultimate ability (proc) that triggers randomly in combat.

Skill Masteries are PvM only. Perks and procs never work against other players — they are automatically disabled while you are in PvP combat. This is purely a monster-hunting progression system.

Plan a build in the real window

The Mastery Planner is the in-game mastery window rebuilt in the browser from the client's own artwork — pick two masteries, spend the points, and hand the build straight to the damage simulators.

The Basics ↑ top

Every character has:

Component What it is
Base Mastery (Character Enhancement) A separate passive track: armor, magic resist, melee damage and spell damage bonuses
Skill Masteries One per eligible skill (23 skills), each with 3 perks and 1 proc
2 active slots Only two skill masteries can be active at a time
Template bonus slot One of your two active masteries is your "template" — it also grants its third perk and its ultimate proc

Each mastery has:

  • Perk 1 and Perk 2 — active whenever the mastery occupies one of your two slots.
  • Template Bonus Perk — a third perk, only active for the mastery in the template bonus slot.
  • Proc (ultimate) — a chance-based super ability, only for the template bonus mastery. Every successful proc also fully heals you.

You can swap which masteries are active at any time; perks switch over immediately.

Learning a Mastery ↑ top

  • The skill must be at 90.0 or higher.
  • It costs 10,000 gold.
  • Right-click the matching NPC and choose the mastery training option:
Mastery Taught by
Swords, Fencing, Macing, Parry Weaponsmith, Blacksmith
Arms Lore Weaponsmith, Blacksmith, Armorer
Tactics Weaponsmith, Blacksmith
Archery Ranger, Bowyer
Evaluating Intelligence Mage, Scribe
Meditation, Magic Resist Mage
Inscription Scribe
Alchemy Alchemist
Poisoning Alchemist, Thief
Stealth Thief
Musicianship Bard
Animal Lore Animal Trainer
Mining Miner
Lumberjacking Carpenter
Skinning Butcher, Leather Worker
Blacksmithy Blacksmith
Tailoring Tailor, Weaver
Carpentry Carpenter
Bowcraft & Fletching Bowyer

Earning XP ↑ top

  • Killing creatures grants mastery XP based on the creature's loot quality — tougher monsters give more.
  • Deep dungeon bonus: kills on dungeon level 2 grant +20% XP, level 3 and boss rooms grant +40%.
  • Harvesting (for Mining, Lumberjacking and Skinning masteries): every successful harvest grants XP scaled by the material tier — rarer ores, woods and hides give far more.
  • Crafting (for the Blacksmithy, Tailoring, Carpentry and Fletching masteries, 2026-08): every successful craft grants XP scaled by the materials it consumed — more and rarer materials give more XP.
  • Town citizenship can grant an additional XP bonus.
  • No mastery XP is earned in the newbie areas.

XP is split across your masteries automatically:

Destination Share
Base Mastery (Character Enhancement) 35%
Active template bonus mastery 40%
Second active mastery 25%

If you only have one mastery active, the 25% share is lost — always run two. A mastery that is already at the XP cap absorbs nothing, and its share is lost as well (it is not redistributed). The XP message after a kill shows what you actually received after these losses.

The Skill Mastery window shows these shares directly: the Character Enhancements headline displays "(35%)", and each selected mastery name shows its cut — e.g. "Macing (40%)" for the template bonus mastery and "(25%)" for the second slot.

XP per Level (cumulative) ↑ top

Level XP Level XP
1 6 12 924,000
2 7,500 13 1,212,000
3 19,500 14 1,566,000
4 45,000 15 1,998,000
5 75,600 16 2,520,000
6 117,000 17 3,150,000
7 180,000 18 3,906,000
8 261,000 19 4,806,000
9 369,000 20 5,868,000
10 511,200 21 (max) 7,110,000
11 694,200

Every level-up grants 1 point to spend on that mastery's perks or proc. Perks and procs each go up to level 8.

Level-Up Items ↑ top

Leveling a mastery costs items in addition to XP. Each mastery has its own color-coded item set; Aether versions are universal and work for any mastery.

Levels Cost
Mastery Gem 2–7 Mastery Gems (2 at level 2, up to 7 at level 7)
Mastery Prism Mastery Totem 8–14 Mastery Prisms + Totems (7 Prisms/1 Totem at 8, shifting to 1 Prism/7 Totems at 14)
Mastery Totem Mastery Relic 15–21 Mastery Totems + Relics (7 Totems/1 Relic at 15, shifting to 1 Totem/7 Relics at 21)

How to get them:

  • Gems, Souls and Fragments drop as monster loot (and from gathering procs for the gathering masteries). The gathering versions can also be bought in the citizenship town shop for export points.
  • Prisms, Totems and Relics are crafted with Tinkering from gold ingots plus the matching Gem, Soul or Fragment respectively.

The six item types, their colours, the tinkering recipes and the full per-level cost table have their own page: Mastery Gems.

Special Items ↑ top

Item Effect
Skill Mastery Perk Reset Deed Mastery Perk Reset Deed Resets only your spent perk/proc points — levels and XP are kept. Bought from the Vault of Eren Vendor

Base Mastery (Character Enhancement) ↑ top

The Base Mastery levels alongside your skill masteries (it receives 35% of all XP) and uses its own Gems/Prisms/Totems/Relics. Its points buy four passive bonuses, each up to level 8:

Bonus Effect per level
Armor Bonus armor, scaled so lightly-armored characters gain relatively more
Resist +2% Magic Resist
Melee Damage +1% melee damage plus a small flat bonus
Spell Damage +1% spell damage plus a small flat bonus

How masteries add damage ↑ top

Mastery damage does not multiply your hit — it arrives next to it. Every damage perk measures its percentage from the same unmodified base hit (the swing or spell after your skills and slayers, before armor), and all of those shares land together as one extra packet:

The hitafter your skills and slayers — the base every perk measures from32
Base MasteryMelee Damage L8 — 8% of 32, plus a flat 8+10
One-Handed MasteryL8 — 16% of 32+5
Poisonous DoomL8, target poisoned — 80% of 32+25
Armorabsorbs from the main hit only — the packets pass it untouched22
The monster takes 22 + 10 + 5 + 25 = 62

Three consequences worth understanding before you spend points:

  • Perks never compound. Each one takes its share of the same base, so nine perks at +10% each add +90% of the hit — not ×1.1⁹. Stacking damage perks is powerful but linear.
  • The packet skips armor. Only the main hit is absorbed; against a heavily armored monster the mastery packet becomes an outsized share of what actually lands.
  • The Base Mastery bonus is percentage and flat: 8% of the hit + 8 at level 8 (1% and +1 per level), for Melee Damage and Spell Damage alike. On small fast hits the flat part dominates — a level-8 Base Mastery adds more relative damage to a Kryss than to a Halberd.

How the PvM-only rule actually works — three separate gates, with one asymmetry:

Gate Effect
While PvP-flagged every perk and every proc is switched off, for the full 2-minute flag
The target must be a wild creature players, pets and summons can never receive mastery damage, flag or no flag
While PvP-flagged the Base Mastery armor bonus is stripped — but its Melee/Spell damage bonus still applies against monsters you fight during the flag

So a flagged character fighting monsters keeps the Base Mastery damage packet but loses everything else until the flag drops. The full pipeline around this — where the packet sits between your skills and armor — is drawn on the Weapon Damage page.

The 23 Masteries ↑ top

Each mastery has its own page with per-level numbers, level-8 totals and its ultimate in full.

Mastery Perk 1 Perk 2 Template Bonus Ultimate
Alchemy Volatile Reactions Flask Blessing Fire Starter Nuke
Animal Lore Dominion Master's Reins Expert Trainer Call For Blood
Archery Piercing Shot Crippling Arrow Sharpshooter Rapid Fire
Arms Lore Two-Handed Mastery Stunning Blow Executioner Rampage
Eval Intelligence Arcane Insight Vitalizing Spirit Annihilation Arcane Tempest
Fencing Sway Hit Swift Piercer Abusive Assault Fury
Inscription Scroll Amplification Parchment Preservation Scribe's Fortitude Arcane Overload
Macing Armor Crush Knockdown Skull Splitter Seismic Shock
Magic Resist Silence Magic Retaliation Sudden Expulsion Arcane Echo
Meditation Magical Wrath Free Cast Chance Mana Regen Mana Surge
Musicianship Rhythm of Ruin Virtuoso Repertoire Melodic Mayhem
Parry Physical Retaliation Unbreakability Shield Strike Vengeance
Poisoning Toxic Surge Stultifying Poison Poisonous Doom Noxious Cloud
Stealth Backstab Phantom Paralysing Ambush Shadowstrike
Swords Bleed Infliction Dodge Wound Strike Bloodbath
Tactics One-Handed Mastery Combat Reflexes Combat Insight Lightning Strike
Blacksmithy Master's Temper Runic Forge Baneforged Forgemaster's Fortune
Tailoring Perfect Stitch Enchanted Weave Banewoven Weaver's Fortune
Carpentry True Joinery Runic Grain Banecarved Woodwright's Fortune
Bowcraft & Fletching Sure Flight Enchanted Fletching Banestrung Bowyer's Fortune
Mining Rich Haul Sturdy Pick Deep Vein Motherlode
Lumberjacking Bountiful Timber Sturdy Axe Heartwood Old Growth
Skinning Careful Skinner Steady Hand Prime Cuts Flawless Harvest

Arms Lore vs Tactics: these are two separate masteries. Arms Lore is the two-handed and bow specialization; Tactics is the one-handed specialization. (Independently of the mastery, the Arms Lore skill itself also grants a passive swing speed bonus in PvM and PvP alike — 5% faster swings at GM, 6% at 120 — and the skill gains up to 120.)

Perk Details ↑ top

Every perk's per-level value and its level-8 total live on that mastery's own page — see the table above.

Two mechanics are shared across masteries and worth knowing before you pick:

  • Charge — shields (Parry) and Grimoires (Magic Resist) build up charge by absorbing damage, over 10 levels, fading after 30 minutes without damage. Both retaliation perks and both active strikes scale with it. The charge table is on the Parry page.
  • The crafting quartet (2026-08) — Blacksmithy, Tailoring, Carpentry and Bowcraft & Fletching share one perk structure: a better exceptional chance, stronger magic attribute rolls on crafted gear, and a template-bonus chance that an exceptional craft from colored material comes out a Slayer weapon or armor piece. Their ultimate (the four Fortunes) fires on craft actions — its chance grows with the size of the craft, so a plate chest rolls the full rate while a handful of arrows rolls a fraction — and can refund the full materials, gild armor into a golden part, enchant a weapon with charges, condense bonus Magical Essence, or yield mastery items and true rarities.
  • The gathering trioMining, Lumberjacking and Skinning share one perk structure and one proc outcome roll, and level from harvesting rather than kills.

Ultimate Abilities (Procs) ↑ top

Only the template bonus mastery's proc can trigger. Every successful proc also fully heals you. Chance shown is per proc level (max level 8).

Ultimate Mastery Chance/lvl Effect
Nuke Alchemy 2% 5x potion damage plus 100 flat bonus damage
Call For Blood Animal Lore 1% Your pet unleashes its own ultimate ability
Rapid Fire Archery 0.5% 50% faster swings for 20 seconds
Rampage Arms Lore 0.5% One devastating blow at triple damage that hurls the enemy back up to 4 tiles and knocks it off its feet (rooted creatures stagger in place)
Arcane Tempest Eval Intelligence 1% Triple spell damage
Fury Fencing 0.5% 30-second frenzy: +20 damage on every landed fencing hit, plus +20 Tactics
Arcane Overload Inscription 1% Triple spell damage when casting from a scroll
Seismic Shock Macing 0.5% 250 damage split among all creatures within 6 tiles
Arcane Echo Magic Resist 1.5% Reflects 400% of incoming magic damage and halves damage taken for 30s (triggers when you are hit by magic)
Mana Surge Meditation 1% Bonus spell damage equal to your current mana
Melodic Mayhem Musicianship 0.5% 150 damage to everything within 8 tiles (target must be under a bard effect)
Vengeance Parry 0.5% Reflects 50% of melee damage for 30 seconds (requires a shield)
Noxious Cloud Poisoning 1% Poisons all creatures within 6 tiles
Shadowstrike Stealth 2.5% 3.5x damage and instantly re-hides you (requires a stealth attack)
Bloodbath Swords 0.5% Bleeds all creatures within 6 tiles (30 damage per tick, 10 ticks)
Lightning Strike Tactics 0.5% Chain lightning: 250% of the hit on the target, arcing to up to 3 nearby creatures at 50% each
Motherlode Mining 0.25% Gathering bonus roll (see below)
Old Growth Lumberjacking 0.25% Gathering bonus roll (see below)
Flawless Harvest Skinning 0.25% Gathering bonus roll (see below)
Forgemaster's Fortune Blacksmithy 0.3% Crafting bonus roll (see below)
Weaver's Fortune Tailoring 0.3% Crafting bonus roll (see below)
Woodwright's Fortune Carpentry 0.3% Crafting bonus roll (see below)
Bowyer's Fortune Bowcraft & Fletching 0.3% Crafting bonus roll (see below)

The three gathering ultimates share one outcome roll (triple yield, material upgrade, or a mastery item) and never fizzle. The full outcome table is on the Mining, Lumberjacking and Skinning pages.

The four crafting ultimates likewise share one outcome roll (a material refund, a golden armor part or charged weapon, Magical Essence, or a mastery item) and never fizzle; their chance scales with the size of the craft. The full outcome table is on the Blacksmithy, Tailoring, Carpentry and Bowcraft & Fletching pages.

Suspected unattended (AFK) gatherers receive no mastery bonuses at all.

Mastery Spells ↑ top

Two enhanced spells belong to the mastery system and pair with the Inscription perk Scribe's Fortitude:

Spell Circle Reagents
Greater Magic Reflection 5th Garlic, Mandrake Root, Spider's Silk
Greater Reactive Armor 1st Garlic, Spider's Silk, Sulfurous Ash

They cannot be scribed or learned: with Scribe's Fortitude unlocked, using a regular Reactive Armor or Magic Reflection scroll automatically casts the greater version instead. The scroll itself stays a normal scroll — it can be traded, stacked, and stored as usual.