Mastery

Weapon Mastery determines the type of Weapons a Wayfinder can equip, as well as associated Mastery benefits. For each Archetype, each weapon class has three Masteries, for a total of 36 Masteries. Only one Mastery of a weapon class can be active at a time.

Warmaster[edit]

Grounded Counter
Grounded Counter
Passive
Mastery 1
Countering after a block restores 10% of resilience.

Mastery 2
Countering after a block restores 15% of resilience to you and all nearby allies.

Mastery 3
Countering after a block restores 20% of resilience to you and all nearby allies.
Press the Advantage
Press the Advantage
Passive
Mastery 1
Gain 50% of your Latent Power meter when guard breaking an enemy. This effect has a 6 second cooldown.

Mastery 2
Gain 75% of your Latent Power meter when guard breaking an enemy. This effect has a 6 second cooldown.

Mastery 3
Gain 1 Latent Power Pip when guard breaking an enemy. This effect has a 6 second cooldown.
Bulwark
Bulwark
Passive
Mastery 1
Blocking attacks with a Shield takes 20% less stamina.

Mastery 2
Blocking attacks with a Shield takes 30% less stamina.

Mastery 3
Blocking attacks with a Shield takes 40% less stamina.

Stalwart Momentum
Stalwart Momentum
Passive
Mastery 1
Momentum reduces incoming damage by up to 10% based on how full it is.

Mastery 2
Momentum reduces incoming damage by up to 15% based on how full it is.

Mastery 3
Momentum reduces incoming damage by up to 15% based on how full it is. Upon reaching full momentum, apply a damage shield equal to 10% of your Maximum Health to yourself and nearby allies. This shield can only be applied once every 15s.
Heavy Hitter
Heavy Hitter
Passive
Mastery 1
Heavy Attacks deal 20% more Break Damage.

Mastery 2
Heavy Attacks deal 30% more Break Damage.

Mastery 3
Heavy Attacks deal 40% more Break Damage.
Inertia
Inertia
Passive
Mastery 1
Momentum decreases 50% slower while moving.

Mastery 2
Momentum decreases 75% slower while moving.

Mastery 3
Momentum no longer decays while moving.

Relentless
Relentless
Passive
Mastery 1
Critical hits with dual blades restore 5% of Resilience.

Mastery 2
Critical hits with dual blades restore 7.5% of Resilience.

Mastery 3
Critical hits with dual blades restore 10% of Resilience.
Exposing Parry
Exposing Parry
Passive
Mastery 1
Successful Parry attacks deal an additional 100% of your Break Power as Break Damage to enemies hit.

Mastery 2
Successful Parry attacks deal an additional 150% of your Break Power as Break Damage to enemies hit.

Mastery 3
Successful Parry attacks deal an additional 200% of your Break Power as Break Damage to enemies hit.
Iron Step
Iron Step
Passive
Mastery 1
Reduces incoming damage while in Blade Dance by 20%.

Mastery 2
Reduces incoming damage while in Blade Dance by 30%.

Mastery 3
Reduces incoming damage while in Blade Dance by 40%.

Guardian Reload
Guardian Reload
Passive
Mastery 1
Hotspot reload grants a damage shield to you for up to 10% of your Max Health at a full clip reload.

Mastery 2
Hotspot reload grants a damage shield to you and nearby allies for up to 10% of your Max Health at a full clip reload.

Mastery 3
Hotspot reload grants a damage shield to you and nearby allies for up to 15% of your Max Health at a full clip reload.
Iron Eagle
Iron Eagle
Passive
Mastery 1
Break damage dealt by Eagle Eye is increased by an additional 60% of your Break Power.

Mastery 2
Break damage dealt by Eagle Eye is increased by an additional 90% of your Break Power.

Mastery 3
Break damage dealt by Eagle Eye is increased by an additional 120% of your Break Power.
Marksman Brawler
Marksman Brawler
Passive
Mastery 1
Improves Damage and Break Damage of all Rifle Attacks by 5% to enemies within close range.

Mastery 2
Improves Damage and Break Damage of all Rifle Attacks by 7.5% to enemies within close range.

Mastery 3
Improves Damage and Break Damage of all Rifle Attacks by 10% to enemies within close range.

Arcanist[edit]

Latent Overflow
Latent Overflow
Passive
Mastery 1
Using a Weapon Ability grants 5% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.

Mastery 2
Using a Weapon Ability grants 7.5% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.

Mastery 3
Using a Weapon Ability grants 10% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Infused Blade
Infused Blade
Passive
Mastery 1
Basic weapon attacks have a 10% chance to deal 100% of your Ability Power as bonus Ability Damage.

Mastery 2
Basic weapon attacks have a 15% chance to deal 100% of your Ability Power as bonus Ability Damage.

Mastery 3
Basic weapon attacks have a 20% chance to deal 100% of your Ability Power as bonus Ability Damage.
Infused Shield
Infused Shield
Passive
Mastery 1
Blocking an attack has a 10% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.

Mastery 2
Blocking an attack has a 15% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.

Mastery 3
Blocking an attack has a 20% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.

Arcane Buildup
Arcane Buildup
Passive
Mastery 1
Momentum causes your weapon attacks to deal up to 10% of your Ability Power as bonus Ability Damage, based on how full it is.

Mastery 2
Momentum causes your weapon attacks to deal up to 15% of your Ability Power as bonus Ability Damage, based on how full it is.

Mastery 3
Momentum causes your weapon attacks to deal up to 15% of your Ability Power as bonus Ability Damage, based on how full it is. When you reach full Momentum, your next attack will send out a bolt of arcane energy that deals 20% of Ability Power as damage to a nearby enemy that then chains to 2 additional enemies. This effect has a 15 second cooldown.
Arcane Eruption
Arcane Eruption
Passive
Mastery 1
Heavy attacks have a 10% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.

Mastery 2
Heavy attacks have a 15% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.

Mastery 3
Heavy attacks have a 20% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Momentum Dispersal
Momentum Dispersal
Passive
Mastery 1
Using a Weapon Ability grants you and nearby allies 5% Ability Power per level of momentum consumed. Lasts 10 seconds.

Mastery 2
Using a Weapon Ability grants you and nearby allies 7.5% Ability Power per level of momentum consumed. Lasts 10 seconds.

Mastery 3
Using a Weapon Ability grants you and nearby allies 10% Ability Power per level of momentum consumed. Lasts 10 seconds.

Flowing Blades
Flowing Blades
Passive
Mastery 1
Dual Blade Finishers, that consume Flourish Points, spawn an Innervation Orb when hitting an enemy.

Mastery 2
Dual Blade Finishers, that consume Flourish Points, spawn 2 Innervation Orbs when hitting an enemy.

Mastery 3
Dual Blade Finishers, that consume Flourish Points, spawn 3 Innervation Orbs when hitting an enemy.
Arcane Riposte
Arcane Riposte
Passive
Mastery 1
Enemies take 10% more damage for 6 seconds after being hit by a successful Parry attack.

Mastery 2
Enemies take 15% more damage for 6 seconds after being hit by a successful Parry attack.

Mastery 3
Enemies take 20% more damage for 6 seconds after being hit by a successful Parry attack.
Arcane Dance
Arcane Dance
Passive
Mastery 1
Shadow Hits from Blade Dance deal additional Ability Damage equal to 20% of Ability Power.

Mastery 2
Shadow Hits from Blade Dance deal additional Ability Damage equal to 30% of Ability Power.

Mastery 3
Shadow Hits from Blade Dance deal additional Ability Damage equal to 40% of Ability Power.

Arcane Reload
Arcane Reload
Passive
Mastery 1
You have a chance to spawn an Innervation Orb from yourself when getting a hotspot reload. You have a 100% chance when reloading a full clip.

Mastery 2
You have a chance to spawn an Innervation Orb from yourself and a nearby enemy when getting a hotspot reload. You have a 100% chance when reloading a full clip.

Mastery 3
You have a chance to spawn an Innervation Orb from yourself and 2 nearby enemies when getting a hotspot reload. You have a 100% chance when reloading a full clip.
Arcane Eye
Arcane Eye
Passive
Mastery 1
Eagle Eye shots have a 50% chance to spawn an Innervation Orb at the target.

Mastery 2
Eagle Eye shots have a 75% chance to spawn an Innervation Orb at the target.

Mastery 3
Eagle Eye shots have a 100% chance to spawn an Innervation Orb at the target.
Magic Chamber
Magic Chamber
Passive
Mastery 1
Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 30% of Ability Power.

Mastery 2
Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 45% of Ability Power.

Mastery 3
Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 60% of Ability Power.

Survivalist[edit]

Retaliation
Retaliation
Passive
Mastery 1
When you successfully block counter, you gain 10% increased Weapon Power for 6 seconds. This effect can only trigger once every 20 seconds.

Mastery 2
When you successfully block counter, you and your nearby allies gain 15% increased Weapon Power for 6 seconds. This effect can only trigger once every 20 seconds.

Mastery 3
When you successfully block counter, you and your nearby allies gain 20% increased Weapon Power for 9 seconds. This effect can only trigger once every 20 seconds.
Critial Opener
Critial Opener
Passive
Mastery 1
Dash attacks increase Crit Chance by 10% for 6 seconds.

Mastery 2
Dash attacks increase Crit Chance by 15% for 6 seconds.

Mastery 3
Dash attacks increase Crit Chance by 20% for 6 seconds.
Expertise
Expertise
Passive
Mastery 1
Sword-based attacks deal 8% more Damage and Shield-based attacks deal 8% more Break Damage.

Mastery 2
Sword-based attacks deal 12% more Damage and Shield-based attacks deal 12% more Break Damage.

Mastery 3
Sword-based attacks deal 16% more Damage and Shield-based attacks deal 16% more Break Damage.

Critical Force
Critical Force
Passive
Mastery 1
You gain up to 10% Crit Chance based on how much Momentum you have.

Mastery 2
You gain up to 15% Crit Chance based on how much Momentum you have.

Mastery 3
You gain up to 15% Crit Chance based on how much Momentum you have. Hitting maximum Momentum will increase the Crit Damage of yourself and nearby allies by 10% for 10 seconds.
Crushing Combos
Crushing Combos
Passive
Mastery 1
Increases the multiplier gained from Heat of Battle by 20% when using a 2-handed weapon.

Mastery 2
Increases the multiplier gained from Heat of Battle by 30% when using a 2-handed weapon.

Mastery 3
Increases the multiplier gained from Heat of Battle by 40% when using a 2-handed weapon.
Heavy Precision
Heavy Precision
Passive
Mastery 1
Increases the Crit Chance of Heavy Attacks by 10%.

Mastery 2
Increases the Crit Chance and Crit Damage of Heavy Attacks by 10%.

Mastery 3
Increases the Crit Chance and Crit Damage of Heavy Attacks by 15%.

Extended Dance
Extended Dance
Passive
Mastery 1
Reduces the speed at which Blade Dance drains by 20%.

Mastery 2
Reduces the speed at which Blade Dance drains by 30%.

Mastery 3
Reduces the speed at which Blade Dance drains by 40%.
Inspiring Flourish
Inspiring Flourish
Passive
Mastery 1
Increases Crit Chance by 4% for 10 seconds per Flourish Point consumed, up to 12%

Mastery 2
Increases Crit Chance by 6% for 10 seconds per Flourish Point consumed, up to 18%

Mastery 3
Increases Crit Chance by 8% for 10 seconds per Flourish Point consumed, up to 24%
Parry Master
Parry Master
Passive
Mastery 1
Slightly increases the time you have to Parry an attack and slightly reduces the duration of a failed Parry.

Mastery 2
Moderately increases the time you have to Parry an attack and moderately reduces the duration of a failed Parry.

Mastery 3
Moderately increases the time you have to Parry an attack, moderately reduces the duration of a failed Parry, and grants a Flourish Point on a successful Parry.

Sniper
Sniper
Passive
Mastery 1
Deal 10% more Rifle damage when at long range.

Mastery 2
Deal 15% more Rifle damage when at long range.

Mastery 3
Deal 20% more Rifle damage when at long range.
Critical Reload
Critical Reload
Passive
Mastery 1
On a Hotspot reload grants up to 8% Crit Chance, based on the amount of shots reloaded, for 10 seconds.

Mastery 2
On a Hotspot reload grants up to 12% Crit Chance, based on the amount of shots reloaded, for 10 seconds.

Mastery 3
On a Hotspot reload grants up to 16% Crit Chance, based on the amount of shots reloaded, for 10 seconds.
Bountiful Dodge
Bountiful Dodge
Passive
Mastery 1
Performing a dodge will reload 20% of the clip into the rifle.

Mastery 2
Performing a dodge will reload 30% of the clip into the rifle.

Mastery 3
Performing a dodge will reload 40% of the clip into the rifle.
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