“Another Wayfinder fumbling about my Archives.”
This page is Archived!The content was relevant to an obsolete version of Wayfinder, and has since been removed, retired or reworked.
- For the current mastery system, see Talents.
Weapon Mastery determined which class of Weapons a Wayfinder could equip, as well as associated Mastery benefits. For each Archetype, each weapon class had three Masteries, for a total of 36 Masteries. Only one Mastery of a weapon class could have been active at a time. After Version 0.4 the Weapon Mastery system was simplified and merged into the Talents system.
Warmaster[edit]
Mastery 1Countering after a block restores 10% of resilience.
Mastery 2
Countering after a block restores 15% of resilience to you and all nearby allies.
Mastery 3Countering after a block restores 20% of resilience to you and all nearby allies.
Mastery 1Gain 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 3Gain 1 Latent Power Pip when guard breaking an enemy. This effect has a 6 second cooldown.
Mastery 1Blocking attacks with a Shield takes 20% less stamina.
Mastery 2
Blocking attacks with a Shield takes 30% less stamina.
Mastery 3Blocking attacks with a Shield takes 40% less stamina.
Mastery 1Momentum 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 3Momentum 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.
Mastery 1Heavy Attacks deal 20% more Break Damage.
Mastery 2
Heavy Attacks deal 30% more Break Damage.
Mastery 3Heavy Attacks deal 40% more Break Damage.
Mastery 1Momentum decreases 50% slower while moving.
Mastery 2
Momentum decreases 75% slower while moving.
Mastery 3Momentum no longer decays while moving.
Mastery 1Critical hits with dual blades restore 5% of Resilience.
Mastery 2
Critical hits with dual blades restore 7.5% of Resilience.
Mastery 3Critical hits with dual blades restore 10% of Resilience.
Mastery 1Successful 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 3Successful Parry attacks deal an additional 200% of your Break Power as Break Damage to enemies hit.
Mastery 1Reduces incoming damage while in Blade Dance by 20%.
Mastery 2
Reduces incoming damage while in Blade Dance by 30%.
Mastery 3Reduces incoming damage while in Blade Dance by 40%.
Mastery 1Hotspot 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 3Hotspot reload grants a damage shield to you and nearby allies for up to 15% of your Max Health at a full clip reload.
Mastery 1Break 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 3Break damage dealt by Eagle Eye is increased by an additional 120% of your Break Power.
Mastery 1Improves 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 3Improves Damage and Break Damage of all Rifle Attacks by 10% to enemies within close range.
Arcanist[edit]
Mastery 1Using 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 3Using a Weapon Ability grants 10% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Mastery 1Basic 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 3Basic weapon attacks have a 20% chance to deal 100% of your Ability Power as bonus Ability Damage.
Mastery 1Blocking 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 3Blocking an attack has a 20% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.
Mastery 1Momentum 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 3Momentum 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.
Mastery 1Heavy 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 3Heavy attacks have a 20% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Mastery 1Using 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 3Using a Weapon Ability grants you and nearby allies 10% Ability Power per level of momentum consumed. Lasts 10 seconds.
Mastery 1Dual 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 3Dual Blade Finishers, that consume Flourish Points, spawn 3 Innervation Orbs when hitting an enemy.
Mastery 1Enemies 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 3Enemies take 20% more damage for 6 seconds after being hit by a successful Parry attack.
Mastery 1Shadow 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 3Shadow Hits from Blade Dance deal additional Ability Damage equal to 40% of Ability Power.
Mastery 1You 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 3You 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.
Mastery 1Eagle 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 3Eagle Eye shots have a 100% chance to spawn an Innervation Orb at the target.
Mastery 1Rifle 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 3Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 60% of Ability Power.
Survivalist[edit]
Mastery 1When 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 3When 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.
Mastery 1Dash attacks increase Crit Chance by 10% for 6 seconds.
Mastery 2
Dash attacks increase Crit Chance by 15% for 6 seconds.
Mastery 3Dash attacks increase Crit Chance by 20% for 6 seconds.
Mastery 1Sword-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 3Sword-based attacks deal 16% more Damage and Shield-based attacks deal 16% more Break Damage.
Mastery 1You 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 3You 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.
Mastery 1Increases 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 3Increases the multiplier gained from Heat of Battle by 40% when using a 2-handed weapon.
Mastery 1Increases the Crit Chance of Heavy Attacks by 10%.
Mastery 2
Increases the Crit Chance and Crit Damage of Heavy Attacks by 10%.
Mastery 3Increases the Crit Chance and Crit Damage of Heavy Attacks by 15%.
Mastery 1Reduces the speed at which Blade Dance drains by 20%.
Mastery 2
Reduces the speed at which Blade Dance drains by 30%.
Mastery 3Reduces the speed at which Blade Dance drains by 40%.
Mastery 1Increases 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 3Increases Crit Chance by 8% for 10 seconds per Flourish Point consumed, up to 24%
Mastery 1Slightly 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 3Moderately 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.
Mastery 1Deal 10% more Rifle damage when at long range.
Mastery 2
Deal 15% more Rifle damage when at long range.
Mastery 3Deal 20% more Rifle damage when at long range.
Mastery 1On 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 3On a Hotspot reload grants up to 16% Crit Chance, based on the amount of shots reloaded, for 10 seconds.
Mastery 1Performing 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 3Performing a dodge will reload 40% of the clip into the rifle.
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