Overview

Skill Masteries are powerful abilities unlocked by reaching 90 skill in an eligible skill. Each mastery skill has two or three active abilities and one passive bonus tied to it. You may only have one active mastery at a time — switching your active mastery will cancel any currently active mastery spells.

Masteries are learned through Mastery Primers, which come in three volumes (I, II, and III). Higher volumes unlock stronger versions of your abilities. Primers drop from champion spawns.

Getting Started

There are two quest lines that introduce you to the mastery system — one for bard masteries and one for all other masteries. Both reward you with a Book of Masteries and your first primer.

Unlocking Bard Masteries

Bard masteries are unlocked through quests given by three NPCs at the Conservatory of Music in Britain (available in both Felucca and Trammel). You must have Grandmaster (100+) skill in both the specific bard skill and Musicianship to accept the quest.

NPC Quest Name Mastery Unlocked Task
Sir Berran the Song Wielder Wielding the Sonic Blade Discordance Discord 5 goats
Sir Falean the Spirit Soother The Beacon of Harmony Peacemaking Calm 5 mongbats
Sir Hareus the Battle Rouser Indoctrination of a Battle Rouser Provocation Incite rabbits to battle with 5 wandering healers

Each quest completion rewards a full Book of Bardic Masteries.

Important: Only one bard mastery can be held at a time. Mastering a second bard song negates the first — you would need to repeat the original quest to regain it. Spellsongs do not affect your normal use of barding skills (Provocation, Peacemaking, Discordance).

Unlocking Warrior, Mage & Other Masteries

All non-bard masteries are unlocked through Hawkwind the Timelord, found near the eastern edge of the circle surrounding the Valley of Eodon Moongate.

When you speak to Hawkwind, he will offer you a quest:

  1. You choose a mastery skill from a list of available options.
  2. Hawkwind assigns you a task — typically defeating a specific powerful foe (chosen from champions, peerless bosses, and Scalis).
  3. Complete the task and return to receive a Book of Masteries and a Volume I Mastery Primer for your chosen skill.

If the assigned foe is too difficult, you can cancel the quest and try again later. However, you must wait at least one hour before returning, or Hawkwind will offer the same task again.

Requirements

  • You must have 90 or higher base skill in the mastery's associated skill.
  • You must learn the mastery by using a Mastery Primer for that skill (double-click it from your backpack).
  • You can only have one active mastery set at a time. Switch masteries using a Book of Masteries.

Mastery Primers

Your first Volume I primer comes from the quest reward. Additional primers drop from champion spawns with a 10% chance per eligible looter. Each primer is for a random skill and a random volume:

Volume Drop Chance (when a primer drops) Effect
Volume I ~50% Unlocks base mastery
Volume II ~30% Unlocks level 2 mastery
Volume III ~20% Unlocks level 3 mastery

Primers must be learned in order — you cannot skip volumes.

Switching Masteries

Open your Book of Masteries and select the mastery you wish to activate. Switching masteries will:

  • Immediately cancel all active mastery spells and buffs.
  • Remove any passive bonuses from the previous mastery.
  • Apply the passive bonus (if any) for the newly selected mastery.

You can also deselect your current mastery to have no active mastery.


Bard Masteries

Bard masteries require a musical instrument to cast. They use Musicianship as their damage/secondary skill. Bard spellsongs can be disrupted by taking damage. Each bard skill (Provocation, Peacemaking, Discordance) has two masteries.

Bard masteries gain a Collective Bonus when the caster has 100+ skill in the other two bard skills. For example, a Provocation mastery gains a bonus from having Peacemaking and Discordance at 100+.

Inspire (Provocation)

Party Hit Chance Increase, Damage Increase, and Spell Damage Increase.

A toggled party buff spellsong. While active, all party members (and their pets) within range receive:

Bonus Formula
Hit Chance Increase (BaseSkillBonus × 2) + Collective Bonus
Spell Damage Increase (BaseSkillBonus × 2) + Collective Bonus
Weapon Damage Increase (BaseSkillBonus × 5) + (Collective Bonus × 3)
Damage Modifier (BaseSkillBonus + 1) + Collective Bonus
  • Mana Cost: 16 to cast, 4 upkeep per tick
  • Range: 12 tiles (party members must stay within range)
  • Toggle: Cast again to cancel the spellsong.

Invigorate (Provocation)

Party HP increase and periodic healing with stat bonuses.

A toggled party buff spellsong. Grants all party members:

Bonus Formula
Hit Point Increase (BaseSkillBonus × 2.5) + Collective Bonus
Strength Increase BaseSkillBonus + Collective Bonus
Dexterity Increase BaseSkillBonus + Collective Bonus
Intelligence Increase BaseSkillBonus + Collective Bonus
Healing (every 4 sec) Random range around (BaseSkillBonus × 2) + Collective Bonus
  • Mana Cost: 22 to cast, 5 upkeep per tick
  • Range: 12 tiles
  • Toggle: Cast again to cancel.

Resilience (Peacemaking)

Party regeneration bonuses and status effect resistance.

A toggled party buff spellsong. Grants all party members:

Bonus Formula
Hit Point Regeneration (BaseSkillBonus × 2) + Collective Bonus
Stamina Regeneration (BaseSkillBonus × 2) + Collective Bonus
Mana Regeneration (BaseSkillBonus × 2) + Collective Bonus

Additionally, while Resilience is active on a target:

  • 25% Poison Resistance (flat chance to resist poison application)
  • Bleed, Mortal Strike, and Curse durations are cut in half
  • Mana Cost: 16 to cast, 4 upkeep per tick
  • Range: 12 tiles
  • Toggle: Cast again to cancel.

Perseverance (Peacemaking)

Party Defense Chance Increase, Damage Reduction, and Casting Focus.

A toggled party buff spellsong. Grants all party members:

Bonus Formula
Defense Chance Increase (BaseSkillBonus × 3) + Collective Bonus
Damage Reduction (BaseSkillBonus × 3) + Collective Bonus
Casting Focus (BaseSkillBonus / 2) + (Collective Bonus / 3)
  • Mana Cost: 18 to cast, 5 upkeep per tick
  • Range: 12 tiles
  • Toggle: Cast again to cancel.

Tribulation (Discordance)

Targeted debuff: reduces hit chance, spell damage, and triggers burst damage.

A targeted offensive spellsong. Afflicts a single enemy with:

Effect Formula
Hit Chance Reduction (BaseSkillBonus × 2.75) + (Collective Bonus × 1.667)
Spell Damage Reduction Same as Hit Chance Reduction
Burst Damage Chance (BaseSkillBonus × 7.5) + (Collective Bonus × 3)
Burst Damage Factor (BaseSkillBonus × 4) + (Collective Bonus × 3)
Duration (rounds) 5 + (BaseSkillBonus × 0.75) + (Collective Bonus / 2)

When the target takes damage, there is a chance (based on the Burst Damage Chance) to trigger additional physical damage based on the Burst Damage Factor. This burst can only trigger once per second.

  • Mana Cost: 24 to cast, 10 upkeep per tick
  • Slayer Bonus: 1.5× with slayer instrument
  • Damage is reduced by the target's magic resistance.

Despair (Discordance)

Targeted debuff: Strength reduction and periodic physical damage.

A targeted offensive spellsong. Afflicts a single enemy with:

Effect Formula
Strength Reduction (BaseSkillBonus × 2) + Collective Bonus
Damage Per Tick (BaseSkillBonus × 4.5) + (Collective Bonus × 2)
Duration (rounds) 5 + (BaseSkillBonus × 0.75) + (Collective Bonus / 2)
  • Damage is dealt as 100% Physical every tick.
  • Against non-player targets, damage is increased by 50%.
  • Slayer Bonus: 3.0× with slayer instrument (the highest slayer multiplier of any bard mastery).
  • Damage is reduced by the target's magic resistance.
  • Mana Cost: 26 to cast, 12 upkeep per tick

Magic Masteries

Death Ray (Magery)

Channeled energy damage ray that snares the caster in place.

Target an enemy to begin channeling a death ray. While active:

  • Deals energy damage every 3 seconds based on Magery, Eval Int, and mastery level.
  • Reduces the target's Energy Resistance by (Eval Int / 12)%.
  • The caster cannot move — any movement cancels the ray.
  • Taking damage cancels the ray (damage threshold: 1).
  • Drains 35 mana upkeep per tick.
  • PvP damage is significantly reduced compared to PvM.
  • Mana Cost: 50
  • Reagents: Black Pearl, Bloodmoss, Spider's Silk

Ethereal Burst (Magery)

Instantly restore mana to full.

Activating this ability immediately fills your mana pool to maximum. It has a significant cooldown based on your skill level:

Skill Level Cooldown
120+ 30 minutes
100-119 60 minutes
Below 100 90 minutes
  • Reagents: Bloodmoss, Ginseng, Mandrake Root

Nether Blast (Mysticism)

Directional line of energy damage fields.

Target a location to create a line of 5 energy fields in the chosen direction. Enemies standing on or near the fields take energy damage each second with a mana drain component (25% of damage dealt is drained from the target's mana and returned to the caster).

  • Mana Cost: 40
  • Reagents: Dragon Blood, Daemon Bone
  • Duration: Based on skill level
  • SDI bonus applies to damage.

Mystic Weapon (Mysticism)

Enchant your weapon with the Mystic Weapon property.

Temporarily grants your equipped weapon the Mystic Weapon property (+25), allowing you to use Mysticism as an effective weapon skill. Duration scales with Mysticism, Focus/Imbuing, and mastery level.

  • Mana Cost: 40
  • Reagents: Fertile Dirt, Bone
  • Removing the weapon cancels the effect.

Command Undead (Necromancy)

Take control of an undead creature.

Target an undead creature to attempt to bring it under your control. Success chance is based on Necromancy, Spirit Speak, mastery level, and the creature's difficulty. The creature uses 2 control slots when commanded.

Restrictions:

  • Cannot command Renowned, Champion, or Shadowguard bosses.
  • Cannot command already controlled or summoned creatures.
  • Certain specific undead (Red Death, Sir Patrick, Lady Jennifyr, etc.) cannot be commanded.
  • Skeletal Dragons can be commanded.
  • If you fail, the undead becomes enraged and attacks you.
  • Mana Cost: 40
  • Reagents: Daemon Blood, Pig Iron, Bat Wing
  • Cast Time: 3 seconds

Conduit (Necromancy)

Create a field that spreads Necromancy spells to all targets within it.

Target a location to create a 6×6 tile zone marked by skulls. While the field is active, any targeted Necromancy spell cast on a target inside the zone will also affect all other valid targets within the zone at a reduced strength percentage.

Strength: (Necromancy + Spirit Speak + (Mastery Level × 20)) / 3.75

  • Mana Cost: 40
  • Reagents: Nox Crystal, Bat Wing, Grave Dust
  • Duration: 4-6 seconds + skill-based extension

Mana Shield (Spellweaving)

Chance to absorb incoming damage using mana.

A toggled ability. While active, you have a chance (based on Spellweaving, Arcane Focus level, and mastery level) to reduce incoming damage by 50% — at the cost of that 50% being deducted from your mana pool instead.

  • Mana Cost: 40 to activate
  • Duration: 10 minutes
  • Requires completion of the Arcanist quest.

Summon Reaper (Spellweaving)

Summon a powerful Reaper creature to fight for you.

Summon a Reaper at a target location. The Reaper's stats scale with your Spellweaving skill, mastery level, and Arcane Focus level. The Reaper:

  • Has a poison aura that damages nearby enemies every 2 seconds.
  • Uses Whirlwind Attack.
  • Is immune to Greater Poison.
  • Uses 5 control slots.
  • Mana Cost: 50
  • Duration: Based on Spellweaving and Arcane Focus level.
  • Requires completion of the Arcanist quest.

Warrior Masteries

Warcry (Bushido)

AoE damage reduction from nearby enemies.

Let out a fearsome war cry that reduces all incoming damage from opponents within range for 10 seconds. The radius and damage reduction scale with Bushido, your best weapon skill, and mastery level.

Stat Formula
Radius Skill / 40 tiles
Damage Reduction Skill / 2.4 (as a percentage)

Where Skill = (Bushido + Best Weapon Skill + (Mastery Level × 40)) / 3

  • Mana Cost: 40
  • Cooldown: 20 minutes

Thrust (Fencing)

Toggle: Phased attack bonus and defense debuff on target.

A toggled ability for fencers. While active, your attacks deal increased physical damage and reduce the target's physical damage output. The ability operates in phases:

  • Phase 1: Attack bonus = Mastery Level × 6
  • Phase 2: Attack bonus = Mastery Level × 12
  • Phase 3: Attack bonus = Mastery Level × 18 (then resets to Phase 1)

Each hit on the same target builds up a defense debuff on that target (up to Mastery Level × 18), reducing the target's physical damage against you. Switching targets resets the phase. The defense debuff lasts 8 seconds.

  • Mana Cost: 30 per hit
  • Requires: Fencing weapon equipped
  • Toggle: Cast again to cancel.

Pierce (Fencing)

Special move: Stamina drain over time.

A special move. On your next successful hit, the target suffers a stamina drain over 10 seconds. The drain amount is based on Fencing, Tactics, and mastery level.

Drain = (Fencing + Tactics + (Mastery Level × 40) / 3) / 3 — expressed as a percentage of the target's max stamina, applied in portions each second.

  • Mana Cost: 20
  • Requires: Fencing weapon equipped

Stagger (Macing)

Special move: Reduce target's swing speed.

A special move. On your next successful hit, the target's Swing Speed is reduced for 10 seconds.

Swing Speed Reduction = (Macing + Tactics + (Mastery Level × 40)) / 3 / 2

Deals 125% damage in PvP or 150% damage in PvM.

  • Mana Cost: 20
  • Cooldown: 2 seconds
  • Requires: Macing weapon equipped

Toughness (Macing)

Toggle: Increased Hit Points.

A toggled ability. While active, your maximum hit points are increased.

HP Bonus = BaseSkillBonus / 4

Where BaseSkillBonus = (Macing + Tactics + (Mastery Level × 40)) / 3

  • Mana Cost: 20 to activate, 20 upkeep per tick
  • Requires: Macing weapon equipped
  • Toggle: Cast again to cancel.

Onslaught (Swords)

Special move: Reduce target's elemental resistance.

A special move. On your next successful hit, the target's highest elemental resistance is reduced for a duration based on mastery level.

Stat Formula
Resistance Reduction (Swords + Tactics) / 12 (halved vs players)
Duration (Mastery Level × 2) + 1 seconds

The resistance type debuffed matches the dominant damage type of your weapon.

  • Mana Cost: 20
  • Requires: Swords weapon equipped

Focused Eye (Swords)

Toggle: Increased Hit Chance.

A toggled ability. While active, your Hit Chance Increase is boosted.

HCI Bonus = (Swords + Tactics + (Mastery Level × 40)) / 12

  • Mana Cost: 20 to activate, 20 upkeep per tick
  • Requires: Swords weapon equipped
  • Toggle: Cast again to cancel.

Flaming Shot (Archery)

AoE volley of fire arrows.

Target a location to unleash a volley of flaming arrows at all enemies within 5 tiles. Each target hit takes fire damage scaled by your skills. Damage is split if more than 2 targets are hit.

  • Mana Cost: 30
  • Requires: Ranged bow weapon (not throwing weapons)

Playing the Odds (Archery)

Party Hit Chance and Swing Speed bonus at the cost of reduced bow range.

Activate to grant yourself and all party members within range:

Bonus Formula
Hit Chance Increase Max(45, (Archery + Tactics) / 2 / 2.667)
Swing Speed Increase Max(30, (Archery + Tactics) / 2 / 4)

Tradeoff: Your bow's maximum range is halved while this is active. Also applies a Lower Defense debuff to enemies within 5 tiles on activation.

  • Mana Cost: 25
  • Duration: 60 seconds
  • Cooldown: 90 seconds
  • Requires: Archery weapon equipped

Elemental Fury (Throwing)

Build up an elemental damage pool, then unleash a burst.

A toggled ability. Each attack adds damage to a Fury Pool (up to the weapon's elemental damage, capped by mastery level). When the pool reaches 69, it unleashes a burst of damage matching your weapon's dominant element type.

Stat Formula
Max Damage Per Hit Added BaseSkillBonus / 10 (±1)
Burst Damage (PvP) BaseSkillBonus / 6
Burst Damage (PvM) (BaseSkillBonus / 3) + 40-60
  • Mana Cost: 20
  • Requires: Throwing weapon equipped
  • Toggle: Cast again to cancel.

Called Shot (Throwing)

Temporary Hit Chance and Damage boost.

Activate to gain a temporary boost for 10 seconds:

Bonus Formula
Hit Chance Increase Tactics / 2.66
Damage Increase Throwing / 1.6

PvP damage is capped at 100.

  • Mana Cost: 40
  • Cooldown: 60 seconds
  • Requires: Throwing weapon equipped

Shield Bash (Parry)

Paralyze an enemy on your next hit or parry.

Activate to ready your shield. On your next successful melee hit or parry, you bash the target with your shield, dealing bonus damage and paralyzing them.

Stat PvP PvM
Bonus Damage Multiplier × 3 Multiplier × 7
Damage Cap 35 None
Paralyze Duration Multiplier × 3 sec Multiplier × 6 sec

Where Multiplier = (Best Weapon Skill + Parry + (Mastery Level × 40)) / 360

The target becomes immune to further paralysis for the duration of the paralyze.

  • Mana Cost: 40
  • Requires: Shield equipped

Body Guard (Parry)

Protect an ally by absorbing their damage.

Target an ally to offer your protection. If they accept:

  • All damage dealt to your ward is reduced by your Block percentage.
  • You receive a portion of the damage they would have taken (spell damage you absorb is halved).
  • You must remain within 2 tiles of your ward.

Block = ((Parry + Best Weapon Skill + (Mastery Level × 40)) / 3) / 2.4

  • Mana Cost: 40
  • Duration: 90 seconds
  • Requires: Shield equipped
  • The target must accept your bodyguard offer via a gump.

Heightened Senses (Parry)

Toggle: Increased Parry chance.

A toggled ability. While active, your chance to parry attacks is increased.

Parry Bonus = ((Parry + Best Weapon Skill + (Mastery Level × 40)) / 3) / 10 (as a percentage)

  • Mana Cost: 10 to activate, 10 upkeep per tick
  • Requires: Shield or weapon equipped
  • Toggle: Cast again to cancel.

Rogue & Specialty Masteries

Shadow (Ninjitsu)

Toggle: Harder to detect and harder to reveal.

While active, you are significantly harder to detect while hidden and harder to reveal when taking damage. Does not reveal you on tick.

Difficulty Factor = ((Ninjitsu + Stealth + (Mastery Level × 40)) / 3) / 150

Duration = Skill / 3.4 seconds

  • Mana Cost: 10 to activate, 4 upkeep per tick
  • Toggle: Cast again to cancel.

White Tiger Form (Ninjitsu)

Transform into a White Tiger with defensive and offensive bonuses.

Transform into a White Tiger, gaining:

  • +20% Defense Chance Increase
  • +5% Max Defense Chance Increase Cap
  • Mount speed movement
  • Chance to evade attacks entirely (Mastery Level + 2 out of 100)
  • Bleed attack on hit (chance based on Ninjitsu + Stealth + mastery level)
  • Bleed attacks have a 1-minute cooldown per target.

The bleed max damage scales with (Ninjitsu + Stealth + (Mastery Level × 40)) / 3 / 10 / 2.

  • Mana Cost: 10
  • Chance to fizzle if Ninjitsu is below 127.5.
  • Cannot use while polymorphed, transformed, or disguised.

Tolerance (Poisoning)

Toggle: Reduce incoming poison level at a stamina cost.

While active, when you are poisoned, the poison level is reduced by one at the cost of stamina. If you don't have enough stamina, the reduction does not occur.

Stamina Cost = Max(18, (25 - ((Poisoning + (Mastery Level × 30) + 10) / 2 / 4)) + 18)

  • Mana Cost: 20 to activate
  • Toggle: Cast again to cancel.

Injected Strike (Poisoning)

Poison your target on hit and reduce their Poison Resistance.

Ready your poisoned weapon for an enhanced strike. On your next hit:

  • Your weapon's poison is applied with a chance to increase the poison level by 1 (based on Poisoning skill).
  • The target's Poison Resistance is reduced by 30% (15% vs players, further halved with ranged weapons) for 7 seconds.
  • A chance to not consume the poison charge based on the Potency passive.

If your weapon is not poisoned, you will be prompted to apply poison from a potion in your pack.

  • Mana Cost: 30
  • Cancels current weapon ability when activated.

Rampage (Wrestling)

Toggle: Stacking buffs on consecutive hits, lost on miss.

A toggled ability. Each consecutive hit grants stacking bonuses:

Bonus Per Hit Maximum
Hit Point Regen 1 + Mastery Level 18
Stamina Regen Mastery Level 24
Swing Speed Increase Mastery Level 60
Casting Focus Mastery Level 12

All bonuses are lost if you miss an attack or your attack is parried.

  • Mana Cost: 20
  • Duration: 60 seconds
  • Requires: Bare fists (no weapon equipped)
  • Toggle: Cast again to cancel.

Fists of Fury (Wrestling)

Special move: Triple rapid strike with bonus damage.

A special move. When an enemy damages you within 2 tiles, you automatically launch 3 rapid punches. If all 3 connect, the third hit deals bonus direct damage based on mastery level.

Bonus Damage: Random between (Mastery Level + 1) and ((Mastery Level × 7) - 1)

  • Mana Cost: 20
  • Cooldown: 20 seconds
  • Requires: Bare fists (no weapon equipped)

Chivalry Masteries

Rejuvenate (Chivalry)

Heal a target's HP, Stamina, and Mana. May cure and remove debuffs.

Target an ally to restore a percentage of their missing HP, Stamina, and Mana:

Mastery Level Restoration %
Level 1 33.3%
Level 2 66.6%
Level 3 100% (capped)

If your Karma is high enough (random check vs 5000), Rejuvenate will also:

  • Cure poison
  • Remove stat curses (Clumsy, Feeblemind, Weaken, Curse, Mass Curse)
  • End Mortal Strike, Strangle, Corpse Skin, Blood Oath, Mind Rot
  • Remove paralysis
  • Mana Cost: 10
  • Tithing Points: 100 (may be reduced by Lower Reagent Cost)
  • Cooldown: 60 seconds (skill 120+), 120 seconds (skill 110+), or 180 seconds

Holy Fist (Chivalry)

Energy damage projectile that slows the target.

Launch a holy fist at a target dealing energy damage. Damage scales with Chivalry, best weapon skill, mastery level, and Karma (+Karma/1000 bonus damage).

  • Against Undead targets: damage is increased by 50%.
  • Against Players: damage is capped at 35.
  • If the target fails to resist, they are slowed to walk speed for a duration based on skill.
  • Mana Cost: 50
  • Tithing Points: 100 (may be reduced by Lower Reagent Cost)
  • Cast Time: 2.5 seconds

Taming Masteries

Whispering (Animal Taming)

Enhance your pets' skill gains for 10 minutes.

Activate to grant all your pets within range an enhanced skill gain chance for 10 minutes, functioning similarly to a Scroll of Alacrity for your pets.

Enhanced Gain Chance = BaseSkillBonus / 1.26

  • Mana Cost: 40
  • Duration: 10 minutes
  • Cooldown: 30 minutes
  • Requires: At least one pet

Combat Training (Animal Taming)

Train your pet in one of four combat specializations.

Target one of your pets to assign a combat training mode. You must choose from the following (availability depends on mastery level learned):

Mode Required Volume Effect
Empowerment Volume I After taking damage, your pet's attacks deal increased damage based on damage absorbed.
Berserk Volume II After taking damage, your pet takes reduced damage and deals increased damage. Has a 60-second rage cooldown.
Consume Damage Volume III Your pet absorbs all incoming damage initially, then gains hit chance and HP regeneration bonuses based on damage absorbed.
As One Volume I Damage dealt to the targeted pet is split evenly among all your pets within 3 tiles.

All modes operate in phases:

  • Phase 0: Waiting for damage.
  • Phase 1: Accumulating damage (5 seconds), then transitions to Phase 2.
  • Phase 2: Active bonus phase (8-10 seconds depending on mode), then resets.

Mana upkeep scales with your Taming and Animal Lore skill. As One costs double upkeep.

  • Mana Cost: 40 to activate
  • Toggle: Cast again to cancel.

Passive Masteries

Passive masteries activate automatically when you have the associated skill set as your active mastery. They require no activation — the bonuses are always present.

Enchanted Summoning

Available with: Magery, Necromancy, Spellweaving, or Mysticism

Your summoned pets gain bonus Stamina Regeneration and Hit Points. Summoned pets are also harder to dispel.

Bonus = (Skill Value + (Mastery Level × 40)) / 16

Anticipate Hit

Available with: Bushido

Grants a passive defense bonus while Bushido is your active mastery.

Bonus = Bushido × 0.67

Intuition

Available with: Bushido, Ninjitsu, or Chivalry

Grants a passive Mana Increase bonus.

Mana Increase = (Mastery Level × 40) / 8

Saving Throw

Available with: Archery, Fencing, Swords, Macing, or Throwing

Grants passive bonuses that increase with mastery level:

Mastery Level Bonuses
Level 1 +5% Attack Chance Increase, +5 Strength
Level 2 +5% Attack Chance Increase, +5% Defense Chance Increase, +5 Strength
Level 3 +5% Attack Chance Increase, +5% Defense Chance Increase, +5% Weapon Damage, +5 Strength

Also provides a chance to block disarm attempts based on mastery level, weapon skill, and Tactics.

Potency

Available with: Poisoning

Grants a chance to not consume poison charges when using Infecting Strike or Injected Strike.

Chance = (Poisoning + Anatomy + (Mastery Level × 20)) / 4.375

Knockout

Available with: Wrestling

Grants a passive wrestling damage bonus:

Mastery Level PvM Bonus PvP Bonus
Level 1 +25% +10%
Level 2 +50% +25%
Level 3 +100% +50%

Boarding

Available with: Animal Taming

Increases your number of stable slots by an amount equal to your mastery level (1-3 extra slots).


Mastery Titles

Setting a mastery as active grants you a unique title. These titles can be displayed on your character:

Mastery Skill Title
Provocation the Exhilarator
Peacemaking the Galvanizer
Discordance the Desponder
Magery the Marvelous
Mysticism the Enigmatic
Necromancy the Undying
Spellweaving the Mysterious
Bushido the Disciplined
Chivalry the Courageous
Ninjitsu the Unseen
Fencing the Needle
Macing the Crushing
Swords the Blade
Throwing the Precise
Parry the Deflector
Poisoning the Lethal
Wrestling the Champion
Animal Taming the Beastmaster
Archery the Exact

Quick Reference

All Active Masteries

Skill Mastery Type Mana Cost Key Effect
Provocation Inspire Party Buff 16 HCI, Damage, SDI
Provocation Invigorate Party Buff 22 HP Increase, Stats, Healing
Peacemaking Resilience Party Buff 16 Regen All, Status Resist
Peacemaking Perseverance Party Buff 18 DCI, Damage Reduction, Focus
Discordance Tribulation Target Debuff 24 HCI/SDI Reduction, Burst Damage
Discordance Despair Target Debuff 26 STR Drain, Periodic Damage
Magery Death Ray Channeled 50 Sustained Energy Damage
Magery Ethereal Burst Instant 0 Full Mana Restore
Mysticism Nether Blast AoE 40 Directional Energy Fields
Mysticism Mystic Weapon Weapon Buff 40 +25 Mystic Weapon Property
Necromancy Command Undead Control 40 Tame Undead Creature
Necromancy Conduit Zone 40 AoE Necro Spell Spread
Spellweaving Mana Shield Toggle 40 Absorb Damage with Mana
Spellweaving Summon Reaper Summon 50 Summon Reaper (5 slots)
Bushido Warcry Burst 40 AoE Damage Reduction
Chivalry Rejuvenate Targeted Heal 10 HP/Stam/Mana Restore + Cure
Chivalry Holy Fist Ranged Attack 50 Energy Damage + Slow
Ninjitsu Shadow Toggle 10 Harder to Detect/Reveal
Ninjitsu White Tiger Form Transform 10 DCI, Evasion, Bleed
Archery Flaming Shot AoE 30 Fire Arrow Volley
Archery Playing the Odds Party Buff 25 HCI/SSI, Reduced Range
Fencing Thrust Toggle 30 Phased Attack/Defense Bonus
Fencing Pierce Special Move 20 Stamina Drain
Macing Stagger Special Move 20 Swing Speed Reduction
Macing Toughness Toggle 20 HP Increase
Swords Onslaught Special Move 20 Resistance Debuff
Swords Focused Eye Toggle 20 HCI Increase
Throwing Elemental Fury Toggle 20 Elemental Burst Damage
Throwing Called Shot Timed Buff 40 HCI + Damage Boost
Parry Shield Bash Ready 40 Paralyze on Hit/Parry
Parry Body Guard Protection 40 Absorb Ally Damage
Parry Heightened Senses Toggle 10 Parry Chance Increase
Poisoning Tolerance Toggle 20 Reduce Poison Level
Poisoning Injected Strike Ready 30 Poison + Resist Debuff
Wrestling Rampage Toggle 20 Stacking Hit Buffs
Wrestling Fists of Fury Special Move 20 Triple Rapid Strike
Animal Taming Whispering Timed Buff 40 Pet Skill Gain Boost
Animal Taming Combat Training Pet Buff 40 Pet Combat Mode

Tips

  • Bard masteries are extremely powerful for group play. A single bard can dramatically increase a party's effectiveness. Consider having both bard mastery skills trained and toggling between Inspire and Perseverance based on the situation.
  • Toggle abilities (Thrust, Toughness, Focused Eye, etc.) drain mana over time. Make sure you have adequate mana regeneration or mana leech on your weapon.
  • Passive masteries are "free" bonuses. If you're a warrior using Swords, for example, setting Swords as your active mastery gives you Saving Throw automatically.
  • Mastery Level (from Primers) significantly impacts ability power. Always seek Volume III primers for your main mastery.
  • The Knockout passive for Wrestling at Level 3 doubles your PvM wrestling damage — a massive boost for wrestlers.
  • Boarding (Animal Taming passive) gives up to 3 extra stable slots, which is invaluable for tamers.