Your vocation.
Your signature.
Turn the spells you already use into a build of your own. Protect your party, nurture allies, punish one target, or unleash elemental follow-up damage.
Say !mastery or click the Mastery icon below Store. Open Spell Mastery inside that window to choose your vocation perks.
Each spell perk accepts up to 100 points. Its effect scales with the points invested: 70 ranks gives 70% of its maximum effect.
Spend and refund points in a protection zone or training area. Spell Mastery uses the same point pool as your general Mastery bonuses.
Explore every spell perk
Druids support their allies. Knights defend the party. Paladins focus one monster. Sorcerers extend their spell damage through elemental effects.
Lingering Care
Restore another 30% of actual healing over 4 seconds.
Soothing Presence
With at least one point, Exura Sio has a flat 20% chance to heal 30% extra. No separate cooldown.
Mana Blossom
Restore mana equal to 10% of actual healing.
Shared Roots
Echo 25% of actual healing to one other injured party member within 4 tiles.
Abundant Growth
Increase base Exura Sio healing by 15%.
Renewal
A successful party heal has a 100% chance to cleanse poison and paralysis.
Guardian Seed
Healing a party ally below 35% health restores another 12% of their maximum health. Recipient cooldown: 20 seconds.
Verdant Chorus
Party allies recover another 30% of actual Mass Healing over 4 seconds.
Guardian Challenge
Challenge has a 10% chance to grant nearby party members 8% damage reduction for 4 seconds. Cooldown after activation: 5 minutes.
Shield Wall
Casting Utamo Tempo gives you 15% damage reduction for 4 seconds. Cooldown: 5 minutes; survives relogging.
Shared Bulwark
Challenge heals nearby party members for 8% of your maximum health. Cooldown: 10 seconds.
Protective Rally
Challenge has a 100% chance to remove paralysis from each nearby party member.
Hold the Line
Casting Utamo Tempo with at least 3 adjacent wild monsters grants 15% damage reduction for 4 seconds. Cooldown: 5 minutes.
Last Bastion
Casting Utito Mas Sio protects nearby party allies below 35% health with 25% damage reduction for 2 seconds. Caster and recipient cooldown: 2 minutes.
Second Wind
Increase base Intense Wound Cleansing healing by 30%.
Iron Recovery
Recover 8% of maximum health over 4 seconds after casting. Cooldown: 10 seconds.
Piercing Judgment
Deal 15% more base spell damage to the selected wild monster.
Double Strike
Strike the same monster again for 35% base damage after 0.2 seconds.
Hunter Mark
Repeating a mastered spell on the same monster within 6 seconds adds 20% base damage.
Relentless
Three consecutive mastered casts on the same monster add 15% base damage. Resets after 6 seconds.
Perfect Shot
Every fourth consecutive mastered cast on the same monster adds 50% base damage. Resets after 6 seconds.
Condemnation
Deal 25% more base spell damage to a monster below 30% health.
Sacred Wound
Deal another 30% base damage to the same monster over 4 seconds. Recasting refreshes, without stacking.
Final Verdict
Deal another 8% base damage to the same monster after 4 seconds.
Elemental Aftershock
Hit monsters take another 30% base damage over 4 seconds in the original spell element: fire burns, energy aftershocks. Recasting replaces your earlier effect.
Elemental Brand
Three consecutive hits within 6 seconds strengthen your elemental aftershock by up to 40%.
Resonant Field
Hit tiles pulse in the spell element for 3 seconds, dealing 25% base damage in total to wild monsters standing there. Recasting refreshes that tile without stacking.
Elemental Exposure
Your elemental aftershock deals 15% extra damage while the victim stays on its original charged tile.
Chain Reaction
A monster dying during your elemental aftershock spreads 50% of remaining base aftershock damage to up to 3 nearby wild monsters.
Overload
A fresh hit consumes your previous aftershock for 120% of its remaining base damage. Per-target cooldown: 6 seconds.
Final Surge
Your completed aftershock deals a final 20% base damage to that monster.
Residual Power
After your elemental aftershock finishes, deal another 20% base damage over 2 seconds.
How effects behave
Soothing Presence has a flat 20% activation chance once you invest a point; your rank controls only the bonus healing, up to 30%. Other healing echoes use actual health restored, so overhealing does not inflate them.
Guardian Challenge, Shield Wall and Hold the Line each have a five-minute cooldown. Last Bastion has a two-minute caster and recipient cooldown. Shield Wall's cooldown survives relogging.
Paladin perks cover their single-target spell progression. Sorcerer perks cover single-target and area attack spells, preserving the spell's original damage element. Damage follow-ups target wild monsters, not players or summons.
Repeated aftershocks and charged tiles refresh or replace their earlier effect rather than creating unlimited stacks. Healing-over-time checks that the recipient remains a valid nearby party ally.
General Mastery bonuses
The main Mastery window also lets you invest in permanent character bonuses. These share the point balance used by the spell tree.
| Bonus | Purpose | Allocation limit |
|---|---|---|
| Damage Increase | Strengthen your damage. | 500 points |
| Damage Reduction | Reduce incoming damage. | Knight 30 / Paladin 25 / Druid & Sorcerer 20 |
| Critical Damage | Increase critical-hit damage. | 500 points |
| Damage Penetration | Improve damage penetration. | 20 points |
| Max Health Percent | Increase maximum health. | Knight 500 / Paladin 150 / Druid & Sorcerer 50 |
| Max Mana Percent | Increase maximum mana. | 500 points |
Limits above are point allocations, not advertised percentage multipliers. The client shows your current values. Maximum-health and maximum-mana changes require a relog; the game warns you and disconnects you after two seconds to apply them. Non-refundable quest bonuses remain protected.