Skip to content

Masteries

Masteries are PvM specializations. You activate one mastery at a time. It gives you passive bonuses and an active ability that triggers in combat. What it does depends on what you're holding.

Note

Numbers marked default come from the Mastery Balance controller and can be changed by staff.

Roles

Your role is decided by what you wield:

Role You're holding
Warrior a weapon
Tamer a Shepherd's Crook, or nothing
Mage a spellbook or a wand / wizard staff

Every mastery has a separate ability and set of passives for each role. The mastery window shows which role you're detected as.

Activating and switching

  • Open the mastery window and choose "I wish to activate this mastery".
  • After switching you must wait 5 minutes before switching again.
  • You can't switch in PvP.

Arcane Dust

Masteries run on Arcane Dust. Abilities and many passives only work while you have dust.

  • You lose 1 dust every time you (or your pets) deal 1,000 + 100 × mastery level damage.
  • Get dust from Arcane Dust items (double-click to add it to your character) and the New Player Attendant.

Leveling

  1. Earn mastery XP by killing monsters while the mastery is active.
  2. Once you have enough XP, spend mastery orbs to level up. Max level: 30.
Level XP needed Orbs Level XP needed Orbs
0 → 1 10,000 2 15 → 16 169,000 28
1 → 2 17,500 3 16 → 17 169,000 31
2 → 3 20,500 4 17 → 18 169,000 34
3 → 4 22,500 5 18 → 19 169,000 37
4 → 5 25,000 6 19 → 20 169,000 40
5 → 6 35,000 7 20 → 21 211,000 43
6 → 7 35,000 8 21 → 22 211,000 49
7 → 8 35,000 9 22 → 23 234,000 54
8 → 9 78,000 10 23 → 24 234,000 59
9 → 10 78,000 11 24 → 25 234,000 64
10 → 11 117,000 12 25 → 26 281,000 69
11 → 12 117,000 16 26 → 27 281,000 74
12 → 13 117,000 19 27 → 28 281,000 79
13 → 14 117,000 22 28 → 29 281,000 84
14 → 15 117,000 25 29 → 30 375,000 89

XP resets to 0 on each level. Each mastery needs its own orb type.

How bonuses scale

Most bonuses follow a curve from their level-1 value up to their level-30 maximum. Early levels give the most per level.

Shared warrior bonuses

Bonus Max at level 30
Weapon damage (PvM) Fira, Doom: +60%. Earth, Fortune: +52.5%. Poison, Holy, Lyrical, Energy, Oblivion: +45%. Berserk: +30%
Active ability cooldown 60 s − 0.5 s per level (min 10 s)
Ability trigger chance grows with Tactics, weapon skills, Anatomy and Arms Lore. +2.5% with a two-handed weapon. Mastery Chance runes add more (max 30%)
Ability damage +45 per mastery level

Warriors also resist monster spells better: up to +7.5% resist chance.

The masteries

Fira, fire offense

Role Active ability Passives
Warrior Large damage, ignites the enemy and surrounds it with fire fields Fire field after 5 weapon hits. May ignite enemies when struck. Phoenix revive on death (30 min cooldown)
Tamer Molten pets incinerate foes Chance to ignite on hit. More fire spell damage
Mage Large damage and ignite. If already ignited, it spreads Phoenix revive (30 min). May ignite when hit. Stronger Fire Elementals. More fire spell damage

Earth, resilience

Role Active ability Passives
Warrior Devastating blow that shatters armor and grants a melee and spell shield May reflect damage. +5% damage per consecutive hit (max 15%)
Tamer Pets build a stone shield from melee hits and are invulnerable until it breaks Shatters enemy armor. More damage to immobile foes
Mage Large damage and armor shatter May reflect damage. Stronger Earth Elementals

Aero, speed

Role Active ability Passives
Warrior Moderate damage, slows the target, enters Quicksilver Stamina regen. +3% accuracy per level. No stamina loss from damage. Faster swings
Tamer Swift pets that strike first Faster melee and casting. Can double strike
Mage Moderate damage, hinders the enemy for 3 s May hinder attackers. Stronger Air Elementals. Faster summons. Better spell protection

Blood, life steal

Role Active ability Passives
Warrior Bleeding damage around you, heals over time from the damage done Better life leech. Heals from nearby enemies every 5 hits
Tamer Regenerating, aggressive pets Pets may leech life. Bleeding strikes
Mage Damage, bleed and heal from the target Heals when spells deal damage. Better heal potions. Stronger Blood Elementals

Doom, delayed burst

Role Active ability Passives
Warrior A curse that explodes after a short delay for heavy damage Better magic resistance. Pure damage every 7 hits
Tamer Eldritch pets Hexes lower magic resistance. Spell damage converts into vitality. More magic reflection
Mage Big damage after a few seconds Stat regeneration. Stronger Summoned Daemons. Lower mana cost

Lyrical, bard power

Role Active ability Passives
Warrior Strike powered by all bard skills. Extra damage to peaced monsters, or tries to peace them +10% damage (more with level) to barded monsters. Bewitches every 10 hits. Higher bard skills
Tamer Dancing pets that mesmerize Extra damage to barded foes
Mage Damage and a brief calm Higher bard skills. Extra spell damage to calmed monsters

Lyrical also lowers bard difficulty and cooldowns. See Bard Skills.

Fortune, gold and luck

Role Active ability Passives
Warrior Damage based on carried gold and luck. Curses the enemy and makes it drop extra gold Critical hits. Extra gold from corpses
Tamer Lucky pets Critical damage. Extra gold from corpses
Mage Damage based on carried gold Mana regen from carried gold. Extra gold. Critical spells (5%+ chance for +35%). Lower reagent cost

Poison, venom

Role Active ability Passives
Warrior Damages and poisons the target and nearby foes. May intoxicate. Scales with Poisoning Poison spell immunity. More poison damage. Poisons every 7 hits
Tamer Toxic pets Chance to poison. Chance of poison immunity. Chance to intoxicate
Mage Damage. Spreads poison if the target is already poisoned Poison immunity. More poison spell damage. Stronger Poison Elementals

Poisoned monsters take longer to cure themselves when you have Poison mastery.

Shadow, stealth

Role Active ability Passives
Warrior Damage and blind. Powerful stealth attacks More damage to isolated monsters. Weakens monster Detect Hidden (up to 75%). Instant hide every 10 hits. More stealth steps
Tamer Pets gain stealth Stronger pet stealth attacks
Mage Damage and full blind More stealth steps. Stronger blinds

Holy, divine support

Role Active ability Passives
Warrior Damage around you and a holy curse. Heals and cures you and your companions Better bandages. Full curse immunity. Holy pentagram when injured
Tamer Healing pets More damage to undead. Pets may resist curses
Mage Damage and holy curse (cursed monsters take more damage) Curse immunity. Better healing spells. Stronger Water Elementals

Bulwark, tank

Role Active ability Passives
Warrior Brief invulnerability to spells and melee (not special abilities) Better parry (+0.01% per level, max 30%). +3.5% damage per aggressor (max 35%). Shield bash on parry
Tamer Pets soak damage for injured packmates Pack resistance. Damage redirect
Mage Brief invulnerability Better parry. Better spell reflection

Nature (Druidic), shapeshifting

See Druidic Mastery.

Death, souls and rage

See Death Mastery.

Artisan, crafting power

Warrior only. Combat bonuses scale with your total crafting skill, with a devastating strike at max crafting skills.

  • Bonus damage and accuracy with player-crafted weapons, based on the matching crafting skill. See Weapons.
  • Better equipment durability and crafting success.
  • More carving and harvesting yield.

Berserk, near-death power

Role Active ability Passives
Warrior Rage burst that grows the lower your HP +1% damage per 2% HP missing (max 30%). Paralyze immunity chance. Heal on kills
Tamer Pets go berserk: +15% damage and +15% attack speed Pack shares rage. At max rage the whole pack enrages
Mage Spell damage multiplied by missing HP +1% spell damage per 3% HP missing (max 30%)

Energy, stun

Role Active ability Passives
Warrior Charged strike that paralyzes the target (and nearby foes at higher level) Moving charges your weapon. A full charge adds bonus damage to your next hit
Tamer Pets absorb lightning as healing and energy At full energy, pets release a paralyzing burst
Mage Charged spell that paralyzes Running builds energy. At full charge, your next spell hits harder. Stronger Energy Vortex

Oblivion, void

Role Active ability Passives
Warrior Enter the Void: hidden but still able to attack +10% magic resistance. Absorb spell damage as energy. Void Strike at full energy
Tamer Pets enter the Void +10% magic resistance. At full energy, pets echo their next spell
Mage Move freely while casting, and spells cost no mana +10% magic resistance. Full energy empowers your next spell