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ORBITOT / EXPLORE

Mastery — OrbitOT

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Character progression / Spell Mastery

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.

32 spell perks8 per vocation0–100 ranksShared Mastery points
01 / Open Mastery

Say !mastery or click the Mastery icon below Store. Open Spell Mastery inside that window to choose your vocation perks.

02 / Shape your build

Each spell perk accepts up to 100 points. Its effect scales with the points invested: 70 ranks gives 70% of its maximum effect.

03 / Refine freely

Spend and refund points in a protection zone or training area. Spell Mastery uses the same point pool as your general Mastery bonuses.

Unlocking the second perk: Each branch has two perks. Invest at least 20 ranks in the first before buying the second. Refund the second perk before taking its prerequisite below 20. A Spell Mastery reset refunds its invested points.

Explore every spell perk

Druids support their allies. Knights defend the party. Paladins focus one monster. Sorcerers extend their spell damage through elemental effects.

100 / 100 ranks
A guide preview only. Actual ranks are set in the client. Cooldowns and fixed proc chances do not shrink with lower ranks. Zero ranks disables a perk.
Druid / Restoration

Lingering Care

Trigger: Exura Sio

Restore another 30% of actual healing over 4 seconds.

At 100 ranks: Restore another 30% of actual healing over 4 seconds.
First perk in this branch; no preceding perk required.
Druid / Restoration

Soothing Presence

Trigger: Exura Sio

With at least one point, Exura Sio has a flat 20% chance to heal 30% extra. No separate cooldown.

At 100 ranks: With at least one point, Exura Sio has a flat 20% chance to heal 30% extra. No separate cooldown.
Requires 20 ranks in Lingering Care.
Druid / Nurturing

Mana Blossom

Trigger: Exura Sio

Restore mana equal to 10% of actual healing.

At 100 ranks: Restore mana equal to 10% of actual healing.
First perk in this branch; no preceding perk required.
Druid / Nurturing

Shared Roots

Trigger: Exura Sio

Echo 25% of actual healing to one other injured party member within 4 tiles.

At 100 ranks: Echo 25% of actual healing to one other injured party member within 4 tiles.
Requires 20 ranks in Mana Blossom.
Druid / Renewal

Abundant Growth

Trigger: Exura Sio

Increase base Exura Sio healing by 15%.

At 100 ranks: Increase base Exura Sio healing by 15%.
First perk in this branch; no preceding perk required.
Druid / Renewal

Renewal

Trigger: Exura Sio

A successful party heal has a 100% chance to cleanse poison and paralysis.

At 100 ranks: A successful party heal has a 100% chance to cleanse poison and paralysis.
Requires 20 ranks in Abundant Growth.
Druid / Sanctuary

Guardian Seed

Trigger: Exura Sio

Healing a party ally below 35% health restores another 12% of their maximum health. Recipient cooldown: 20 seconds.

At 100 ranks: Healing a party ally below 35% health restores another 12% of their maximum health. Recipient cooldown: 20 seconds.
First perk in this branch; no preceding perk required.
Druid / Sanctuary

Verdant Chorus

Trigger: Mass Healing

Party allies recover another 30% of actual Mass Healing over 4 seconds.

At 100 ranks: Party allies recover another 30% of actual Mass Healing over 4 seconds.
Requires 20 ranks in Guardian Seed.
Knight / Bulwark

Guardian Challenge

Trigger: Exeta Res / Exeta Atio Res

Challenge has a 10% chance to grant nearby party members 8% damage reduction for 4 seconds. Cooldown after activation: 5 minutes.

At 100 ranks: Challenge has a 10% chance to grant nearby party members 8% damage reduction for 4 seconds. Cooldown after activation: 5 minutes.
First perk in this branch; no preceding perk required.
Knight / Bulwark

Shield Wall

Trigger: Utamo Tempo

Casting Utamo Tempo gives you 15% damage reduction for 4 seconds. Cooldown: 5 minutes; survives relogging.

At 100 ranks: Casting Utamo Tempo gives you 15% damage reduction for 4 seconds. Cooldown: 5 minutes; survives relogging.
Requires 20 ranks in Guardian Challenge.
Knight / Vanguard

Shared Bulwark

Trigger: Exeta Res / Exeta Atio Res

Challenge heals nearby party members for 8% of your maximum health. Cooldown: 10 seconds.

At 100 ranks: Challenge heals nearby party members for 8% of your maximum health. Cooldown: 10 seconds.
First perk in this branch; no preceding perk required.
Knight / Vanguard

Protective Rally

Trigger: Exeta Res / Exeta Atio Res

Challenge has a 100% chance to remove paralysis from each nearby party member.

At 100 ranks: Challenge has a 100% chance to remove paralysis from each nearby party member.
Requires 20 ranks in Shared Bulwark.
Knight / Bastion

Hold the Line

Trigger: Utamo Tempo

Casting Utamo Tempo with at least 3 adjacent wild monsters grants 15% damage reduction for 4 seconds. Cooldown: 5 minutes.

At 100 ranks: Casting Utamo Tempo with at least 3 adjacent wild monsters grants 15% damage reduction for 4 seconds. Cooldown: 5 minutes.
First perk in this branch; no preceding perk required.
Knight / Bastion

Last Bastion

Trigger: Utito Mas Sio

Casting Utito Mas Sio protects nearby party allies below 35% health with 25% damage reduction for 2 seconds. Caster and recipient cooldown: 2 minutes.

At 100 ranks: Casting Utito Mas Sio protects nearby party allies below 35% health with 25% damage reduction for 2 seconds. Caster and recipient cooldown: 2 minutes.
Requires 20 ranks in Hold the Line.
Knight / Endurance

Second Wind

Trigger: Exura Gran Ico

Increase base Intense Wound Cleansing healing by 30%.

At 100 ranks: Increase base Intense Wound Cleansing healing by 30%.
First perk in this branch; no preceding perk required.
Knight / Endurance

Iron Recovery

Trigger: Exura Gran Ico

Recover 8% of maximum health over 4 seconds after casting. Cooldown: 10 seconds.

At 100 ranks: Recover 8% of maximum health over 4 seconds after casting. Cooldown: 10 seconds.
Requires 20 ranks in Second Wind.
Paladin / Precision

Piercing Judgment

Trigger: All Paladin single-target attack spells

Deal 15% more base spell damage to the selected wild monster.

At 100 ranks: Deal 15% more base spell damage to the selected wild monster.
First perk in this branch; no preceding perk required.
Paladin / Precision

Double Strike

Trigger: All Paladin single-target attack spells

Strike the same monster again for 35% base damage after 0.2 seconds.

At 100 ranks: Strike the same monster again for 35% base damage after 0.2 seconds.
Requires 20 ranks in Piercing Judgment.
Paladin / Pursuit

Hunter Mark

Trigger: All Paladin single-target attack spells

Repeating a mastered spell on the same monster within 6 seconds adds 20% base damage.

At 100 ranks: Repeating a mastered spell on the same monster within 6 seconds adds 20% base damage.
First perk in this branch; no preceding perk required.
Paladin / Pursuit

Relentless

Trigger: All Paladin single-target attack spells

Three consecutive mastered casts on the same monster add 15% base damage. Resets after 6 seconds.

At 100 ranks: Three consecutive mastered casts on the same monster add 15% base damage. Resets after 6 seconds.
Requires 20 ranks in Hunter Mark.
Paladin / Judgment

Perfect Shot

Trigger: All Paladin single-target attack spells

Every fourth consecutive mastered cast on the same monster adds 50% base damage. Resets after 6 seconds.

At 100 ranks: Every fourth consecutive mastered cast on the same monster adds 50% base damage. Resets after 6 seconds.
First perk in this branch; no preceding perk required.
Paladin / Judgment

Condemnation

Trigger: All Paladin single-target attack spells

Deal 25% more base spell damage to a monster below 30% health.

At 100 ranks: Deal 25% more base spell damage to a monster below 30% health.
Requires 20 ranks in Perfect Shot.
Paladin / Verdict

Sacred Wound

Trigger: All Paladin single-target attack spells

Deal another 30% base damage to the same monster over 4 seconds. Recasting refreshes, without stacking.

At 100 ranks: Deal another 30% base damage to the same monster over 4 seconds. Recasting refreshes, without stacking.
First perk in this branch; no preceding perk required.
Paladin / Verdict

Final Verdict

Trigger: All Paladin single-target attack spells

Deal another 8% base damage to the same monster after 4 seconds.

At 100 ranks: Deal another 8% base damage to the same monster after 4 seconds.
Requires 20 ranks in Sacred Wound.
Sorcerer / Resonance

Elemental Aftershock

Trigger: All Sorcerer single-target and area attacks

Hit monsters take another 30% base damage over 4 seconds in the original spell element: fire burns, energy aftershocks. Recasting replaces your earlier effect.

At 100 ranks: Hit monsters take another 30% base damage over 4 seconds in the original spell element: fire burns, energy aftershocks. Recasting replaces your earlier effect.
First perk in this branch; no preceding perk required.
Sorcerer / Resonance

Elemental Brand

Trigger: All Sorcerer single-target and area attacks

Three consecutive hits within 6 seconds strengthen your elemental aftershock by up to 40%.

At 100 ranks: Three consecutive hits within 6 seconds strengthen your elemental aftershock by up to 40%.
Requires 20 ranks in Elemental Aftershock.
Sorcerer / Conduction

Resonant Field

Trigger: All Sorcerer single-target and area attacks

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.

At 100 ranks: 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.
First perk in this branch; no preceding perk required.
Sorcerer / Conduction

Elemental Exposure

Trigger: All Sorcerer single-target and area attacks

Your elemental aftershock deals 15% extra damage while the victim stays on its original charged tile.

At 100 ranks: Your elemental aftershock deals 15% extra damage while the victim stays on its original charged tile.
Requires 20 ranks in Resonant Field.
Sorcerer / Chain Reaction

Chain Reaction

Trigger: All Sorcerer single-target and area attacks

A monster dying during your elemental aftershock spreads 50% of remaining base aftershock damage to up to 3 nearby wild monsters.

At 100 ranks: A monster dying during your elemental aftershock spreads 50% of remaining base aftershock damage to up to 3 nearby wild monsters.
First perk in this branch; no preceding perk required.
Sorcerer / Chain Reaction

Overload

Trigger: All Sorcerer single-target and area attacks

A fresh hit consumes your previous aftershock for 120% of its remaining base damage. Per-target cooldown: 6 seconds.

At 100 ranks: A fresh hit consumes your previous aftershock for 120% of its remaining base damage. Per-target cooldown: 6 seconds.
Requires 20 ranks in Chain Reaction.
Sorcerer / Discharge

Final Surge

Trigger: All Sorcerer single-target and area attacks

Your completed aftershock deals a final 20% base damage to that monster.

At 100 ranks: Your completed aftershock deals a final 20% base damage to that monster.
First perk in this branch; no preceding perk required.
Sorcerer / Discharge

Residual Power

Trigger: All Sorcerer single-target and area attacks

After your elemental aftershock finishes, deal another 20% base damage over 2 seconds.

At 100 ranks: After your elemental aftershock finishes, deal another 20% base damage over 2 seconds.
Requires 20 ranks in Final Surge.

How effects behave

Druid healing

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.

Knight protection

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.

Damage effects

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.

BonusPurposeAllocation limit
Damage IncreaseStrengthen your damage.500 points
Damage ReductionReduce incoming damage.Knight 30 / Paladin 25 / Druid & Sorcerer 20
Critical DamageIncrease critical-hit damage.500 points
Damage PenetrationImprove damage penetration.20 points
Max Health PercentIncrease maximum health.Knight 500 / Paladin 150 / Druid & Sorcerer 50
Max Mana PercentIncrease 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.

Example: At 70 ranks, Soothing Presence still activates on a flat 20% chance, but its bonus is 21% extra healing (70% of its 30% maximum). At 100 ranks, Guardian Challenge has a 10% activation chance; when it activates, it grants 8% damage reduction for four seconds and starts its five-minute cooldown.