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 monsters with a 10% chance per eligible looter.
Getting Started
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
Primers drop randomly from creatures. Each primer is for a specific skill and a specific volume:
| Volume | Drop Chance | 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.