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
- Earn mastery XP by killing monsters while the mastery is active.
- 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 |