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Weapon Mastery and Evolution

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WEAPON MASTERY
Turn experience in battle into trained stances, powerful abilities, and finishing attacks.



A Progression System Built Around How You Fight

The Weapon Mastery System allows characters to develop separate mastery paths for different styles of combat.

Defeating valid enemies with an eligible weapon awards experience to that weapon's mastery discipline. As the discipline gains ranks, it earns points that can be spent on:

• Stances that provide ongoing combat effects
• Abilities that can be primed and released through the next successful strike
• Finishers that can activate automatically against badly wounded creatures

Weapon Mastery belongs to the character, not to an individual weapon. Changing to another sword does not erase Swordsmanship Mastery, and losing a weapon does not remove the progress earned while using it.

Each discipline progresses separately.

Experience and mastery points earned through Swordsmanship remain in Swordsmanship. They cannot be transferred to Fencing, Macing, Archery, or another discipline.



OPENING WEAPON MASTERY
Your mastery progress is stored directly on your character.
Weapon Mastery Command
Use [WeaponMastery to open the complete Weapon Mastery Codex.
Weapon Codex Command
The alternate command [WeaponCodex opens the same interface.
Physical Codex
A Weapon Mastery Codex item can also open the system when double-clicked from your backpack. The item is optional and is not required for progression.



MASTERY REQUIREMENTS
Mastery represents advanced combat training and requires a strong foundation.

To use a Weapon Mastery discipline, you normally need:

• 80.0 base Tactics
• 80.0 base skill in the discipline being used
• an equipped weapon that matches the selected discipline
• an active fused weapon when using Fusion Wielding

These are base skill requirements. Temporary bonuses from equipment or other effects do not replace the required training.

Standard Weapons
Require 80.0 Tactics and 80.0 in the weapon's normal combat skill, such as Swords, Fencing, Macing, Archery, or Wrestling.
Arcane Weaponry
Requires 80.0 Tactics and 80.0 Magery while using an eligible wand, magical staff, Mage Weapon, or Spell Channeling weapon.
Fusion Wielding
Requires an active Weapon Fusion, 80.0 Tactics, and 80.0 in the normal combat skill used by the primary fused weapon.



WEAPON MASTERY DISCIPLINES
Each discipline keeps its own rank, experience, points, training, and selected combat options.
Discipline Supported Combat Style General Role
Swordsmanship Swords, axes, and other Swordsmanship weapons Direct pressure, bleeding, cleaving, and execution attacks
Fencing Daggers, krysses, spears, and Fencing weapons Precision damage, poison pressure, and rapid attacks
Macing Maces, hammers, clubs, and bashing weapons Heavy damage, stamina pressure, and short control effects
Archery Bows, crossbows, and Archery weapons Ranged pressure, strong shots, and repeated attacks
Wrestling Unarmed combat and Wrestling-based natural attacks Close control, takedowns, and heavy hand-to-hand attacks
Parrying Shield and guard-focused builds Defensive wards, counter pressure, and survivability
Arcane Weaponry Wands, staffs, Mage Weapons, and Spell Channeling weapons Energy damage, mana disruption, recovery, and magical wards
Fusion Wielding An active pair of fused weapons General fused-weapon stance progression
Throwing Throwing weapons when supported by shard items Reserved for further throwing-specific expansion

Fusion Wielding is only available while an active fused weapon pair is equipped. When the fusion ends, its active mastery selections are cleared.

Fusion Wielding currently provides general stance training but does not list its own dedicated active abilities or finishers. The Throwing branch is also reserved for additional throwing support.



EARNING MASTERY EXPERIENCE
Use the weapon style in real combat and defeat meaningful enemies.

Weapon Mastery experience is earned when you defeat a valid creature while wielding an eligible weapon and meeting the required base skills.

The experience is awarded to the discipline represented by your equipped weapon. You do not have to remain permanently locked into one weapon style, and you may progress several disciplines over the life of the same character.

Stronger enemies generally award more mastery experience. The system considers the creature's health, stamina, mana, skills, and normal damage. Paragons and highly renowned creatures can provide additional progress.

• controlled pets do not award mastery experience
• summoned creatures do not award mastery experience
• dead pets do not award mastery experience
• training creatures do not award mastery experience
• repeated kills of the same creature type within five minutes award reduced experience
• Luck may influence the final amount of weapon-progression experience received

Changing the active discipline controls which mastery effects can operate during your attacks. Mastery experience from creature kills, however, follows the qualifying weapon that you are actually using.



RANKS AND MASTERY POINTS
Ranks measure experience. Points determine how that experience changes your fighting style.
Maximum Rank
Each mastery discipline can reach Rank 20. Higher ranks require progressively more total experience.
Mastery Points
A normal one-rank advancement awards 3 mastery points. These points belong only to the discipline that earned them.
Permanent Training
Points spent improving a stance, ability, or finisher remain invested. Clearing your active selections does not return spent points.
Mastery Rank Total Experience Required
Rank 1 750
Rank 5 18,750
Rank 10 75,000
Rank 15 168,750
Rank 20 300,000



THREE TYPES OF MASTERY TRAINING
Train several options, then choose one stance, one ability, and one finisher for each discipline.
Stances
Maximum Rank: 7
A stance is an ongoing combat selection. Depending upon the stance, successful attacks may produce defensive wards, bleeding, stamina pressure, mana recovery, or area damage.
Rank costs: 3, 4, 5, 6, 7, 8, and 9 points.
Active Abilities
Maximum Rank: 5
Abilities use the mastery meter. Once the meter reaches 100%, the selected ability can be primed and released through the next valid strike.
Rank costs: 4, 6, 8, 10, and 12 points.
Finishers
Maximum Rank: 3
Finishers are automatic low-health attacks against creatures. A discipline must reach Mastery Rank 5 before its finishers can be trained.
Rank costs: 8, 12, and 16 points.

The Reset Selections button only clears your currently selected stance, ability, and finisher. It does not remove trained ranks or refund any mastery points.



THE MASTERY ABILITY METER
Fight with your active discipline to prepare its selected ability.
1
Select the discipline matching your equipped weapon.
2
Train and select one of that discipline's active abilities.
3
Land valid attacks until the meter reaches 100%.
4
Choose Prime Ability or use the compact Ability Gump.
5
Land a valid hit within 20 seconds to release the ability.

The amount added to the meter is influenced by the damage of each successful strike. Arms Lore also increases the amount of meter gained.

After a primed ability is released:

• the meter returns to 0%
• the ability enters an 18-second cooldown
• the meter can begin filling again through later valid attacks

Priming does not release the ability immediately. The effect is attached to your next qualifying weapon hit.



MASTERY STANCES
A stance remains selected until you replace it, clear it, or leave a discipline that can no longer be used.
Stance Combat Effect
Vanguard A general-purpose stance. It does not currently add a separate triggered combat effect.
Guardian Successful attacks provide a short increase to physical, fire, cold, poison, and energy resistance.
Cleaver Grants a rank-scaled chance for a clean strike to splash part of its damage into as many as two nearby valid enemies.
Bloodletter Grants a rank-scaled chance for a successful attack to begin or refresh bleeding on the target.
Skirmisher Represents fast and mobile weapon play. It does not currently add a separate triggered combat effect.
Breaker Grants a rank-scaled chance for crushing attacks to drain the target's stamina.
Bulwark Provides the same short all-resistance ward used by Guardian, as part of the Parrying discipline.
Arcane Channel Magical weapon strikes can restore mana. Higher ranks increase both the activation chance and the mana restored, while Meditation provides additional support.
Spellward Magical weapon strikes can create a short ward that raises all five resistances.



ACTIVE ABILITIES BY DISCIPLINE
Only one trained ability from the active discipline may be selected at a time.
Swordsmanship

• Warpath — adds direct physical damage to the primed strike.
• Rend — deals bonus damage and opens a bleeding wound.
• Cleaving Strike — damages as many as three additional valid enemies standing near the primary target.

Fencing

• Duelist's Gambit — delivers a precise bonus-damage strike.
• Venom Rush — poisons the target. Ranks 4 and 5 apply Greater Poison instead of Regular Poison.
• Swift Barrage — deals bonus damage and immediately restores stamina to the attacker.

Macing

• Pummel — deals bonus damage while draining a significant amount of enemy stamina.
• Crippling Blow — briefly paralyzes the target.
• Skullcrack — delivers a particularly heavy physical strike, but briefly roots the attacker after impact.

Archery

• Skirmisher Shot — adds focused physical damage to the primed ranged attack.
• Full Draw — adds focused physical damage to the primed ranged attack.
• Repeater — follows the original shot with a second reduced-damage strike shortly afterward, provided the target remains alive and within range.

Wrestling

• Brawler's Rhythm — adds physical force to the primed unarmed strike.
• Haymaker — delivers a heavier bonus-damage attack.
• Takedown — briefly paralyzes the target, with duration increasing by ability rank.

Parrying

• Shield Wall — raises all five resistances for ten seconds.
• Counter Bash — drains enemy stamina.
• Last Stand — raises all five resistances for ten seconds.

Arcane Weaponry

• Arcane Surge — releases energy damage and restores mana to the attacker.
• Mana Rend — removes mana from the target while dealing energy damage.
• Spellblade Ward — raises all five resistances for ten seconds and restores a small amount of mana.

Arcane Surge and Mana Rend gain additional strength from Evaluating Intelligence, Inscription, and Spellweaving. Arcane Channel also benefits from Meditation.



FINISHING ATTACKS
Finishers do not use the mastery meter and do not need to be manually primed.

Once a trained finisher is selected, successful attacks can activate it automatically when an eligible creature has 20% or less of its maximum health remaining.

Finishers:

• only activate against creatures
• do not activate against player characters
• deal an additional low-health strike
• have a separate 45-second cooldown
• become more likely to activate as their rank increases

Most finishers use Anatomy as a supporting skill when calculating their activation chance. The Arcane Weaponry finisher, Spellburst, uses Evaluating Intelligence and gains additional arcane scaling.

Discipline Available Finisher
Swordsmanship Execute or Bleedout
Fencing Flurry
Macing Pulverize
Archery Pincushion
Wrestling Takedown Finish
Parrying Barrier
Arcane Weaponry Spellburst



PASSIVE WEAPON EVOLUTION
Evolved combat skills provide a second, automatic layer of weapon mastery.

The active Weapon Mastery Codex is separate from the passive bonuses provided by Evolved Skills.

As Swords, Fencing, Macing, Archery, Throwing, Wrestling, or Parry gains Evolution Levels, eligible weapons and shields can occasionally produce automatic mastery effects.

These passive effects:

• do not require mastery points
• do not use the ability meter
• do not need to be selected or primed
• operate only against valid non-player creatures
• do not activate against players, controlled pets, or summoned creatures

Evolved Skill Level Passive Mastery Tier
Levels 1–3 Tier 1
Levels 4–6 Tier 2
Levels 7–9 Tier 3
Level 10 Tier 4
Weapon-Family Effects

When a passive weapon mastery activates, it adds bonus damage based upon the weapon family, Evolution Tier, combat skill, Tactics, Anatomy, Strength, and Dexterity.

Different weapon families also gain additional traits at higher tiers:

• Tier 2 stamina pressure can appear on maces, hammers, clubs, staffs, axes, battle axes, polearms, spears, and crossbows.

• Tier 3 bleeding can appear on katanas, daggers, rapiers, scimitars, curved swords, axes, battle axes, and spears.

• Tier 4 control can briefly paralyze targets when using spears, polearms, crossbows, hammers, clubs, or claw-style weapons.

• Tier 4 martial arts restores a small amount of health and stamina when its passive effect activates.

Large and heavy weapons tend to activate slightly less often but can receive a higher bonus-damage limit. Faster weapons such as daggers, rapiers, and martial-arts weapons tend to activate slightly more often.



EVOLVED PARRY AND SHIELDS
Parry Evolution improves shield use automatically.
Parry Chance
Higher Parry Evolution Tiers add a small bonus to the normal chance of successfully parrying with a shield.
Damage Reduction
A successful shield defense can reduce incoming damage. Metal shields provide the stronger direct reduction.
Wooden Shields
Wooden shields provide less direct reduction but can help preserve stamina, particularly when defending against bashing weapons.



USING THE WEAPON MASTERY CODEX
The Codex keeps every part of the system in one interface.
Stances
Train stance ranks and choose the stance used by the selected discipline.
Abilities
Train active ability ranks and select the ability that will use your mastery meter.
Finishers
Train and select the automatic low-health finisher used by the discipline.
History
View saved progression information, recent use, total mastery experience, and recent eligible combat.
Help
View the weapon family, requirements, supporting skills, and intended role of the selected discipline.

The Ability Gump button opens a compact movable window showing:

• your selected ability
• the current mastery meter percentage
• whether the ability is ready
• whether an ability is currently primed
• a button for priming the ability without reopening the full Codex



SAVES, DEATH, AND SWITCHING WEAPONS
Long-term progress remains with the character even when the current fight ends.

The following are saved with your character:

• mastery experience and rank for each discipline
• earned and spent mastery points
• trained stance, ability, and finisher ranks
• selected options for each discipline
• the current mastery meter
• finisher cooldown information

A currently primed ability is temporary and is cleared when the character dies or reconnects. Long-term mastery progress is not lost.

Switching disciplines restores the stance, ability, and finisher previously selected for that discipline. The equipped weapon and base skills must still meet the requirements before those effects can operate.



IMPORTANT PLAYER NOTES

• Weapon Mastery progress belongs to your character, not to a specific weapon.
• Each discipline has separate experience, ranks, and points.
• You need 80.0 base Tactics and 80.0 base discipline skill to use a mastery.
• Mastery experience comes from valid creature kills with an eligible equipped weapon.
• Repeatedly farming the same creature type in a short period reduces the experience gained.
• Stances, abilities, and finishers must be trained before they can be selected.
• Only one stance, one ability, and one finisher can be selected for a discipline at one time.
• Reset Selections does not refund mastery points.
• Finishers require Mastery Rank 5 and only activate against low-health creatures.
• Active abilities require a full mastery meter and must be primed before the next valid strike.
• Passive Evolved Skill weapon effects are separate from the active Codex system.
• Fusion Wielding requires an active fused weapon pair.
• Arcane Weaponry benefits from several supporting magical skills.



Choose a weapon. Learn its rhythm. Turn every battle into experience.
Weapon Mastery rewards characters who continue developing the combat styles they actually use.
A weapon is only a tool. Mastery is what the character learns to do with it.