Masteries
Masteries are Grinweld's per-type skill system. They rise as you fight and raise your hit chance, crit, AC, and extra-action odds — so a character who commits to a few weapon/spell types ends up far stronger than one who keeps switching.
The twelve mastery categories
- 5 weapon masteries — one per weapon type: Sword, Axe, Mace, Staff, Bow.
- 5 spell masteries — one per spell type: Fire, Cold, Air, Arcane, Drain.
- Armour — one shared mastery.
- Doublehit — one shared mastery (hard-capped at 100).
Each is tracked per character and only ever goes up.
What they do
| Mastery | Effect (see Combat) |
|---|---|
| Weapon (per type) | Boosts melee hit % and crit chance with that weapon type |
| Spell (per type) | Boosts spell hit % and crit chance with that spell type |
| Armour | Adds effective AC at a 1:5 rate (100 mastery = +20 AC) |
| Doublehit | Chance for an equipped slot to act a second time each round |
These compound with everything else. 100 weapon mastery doubles your base hit term and pushes crit to ~37%. 100 Armour mastery divides incoming damage by roughly ×38 via the class curve. Doublehit near 100 effectively doubles your damage output.
Caps
Each mastery has a ceiling:
cap = race_cap[category] + rank_bonus + accessory_bonus
- Race sets the base ceiling — your race's signature masteries cap highest. This is the main reason to pick a race.
- Ranks add a flat mastery-cap bonus to every category as you ascend (up to +170 at Legend).
- Accessories can raise specific caps.
- Most caps may exceed 100. Doublehit is hard-capped at 100 no matter what.
How you gain mastery
Mastery ticks up on qualifying events, and the chance to tick gets steeply rarer the higher the mastery already is — so the first 50 points come fast and the last 50 are a long grind.
| Mastery | Qualifying event | Roughly |
|---|---|---|
| Weapon / Spell | A successful hit with that type | Common early, rare late |
| Armour | Being hit | You must take hits to train it |
| Doublehit | Surviving a multi-round fight | Can't be earned by one-shotting |
The key design wrinkle: you cannot train Armour or Doublehit by one-shotting trash. Armour only trains when something hits you; Doublehit only trains in fights that last several rounds. That's the entire reason "training" monsters exist.
Howlite gem raises your mastery-gain chance (+2.5%/+5%/… per grade), and the Elder special monster grants a big mastery-gain burst on death. Both speed up the grind. See Gems & Enchanting and Special Monsters.
Training strategy
- To train a weapon/spell: just use it. Keep hitting things near your tier so your hits land (misses don't train). Don't switch weapon types if you want to push one mastery to its cap.
- To train Armour: find tanky, low-power monsters that hit you often but can't kill you — the Mossback Warrens (tank zone) and the Master special (a 500,000×-HP punching bag) exist for exactly this. Drop your damage, equip armour, and soak hits.
- To train Doublehit: you need long fights, again on durable mobs — the same tank-training spots. The Master special is the classic doublehit dummy.
- Use a heal/drain slot while training so you can stand in the damage safely.
Checking your masteries
Your masteries are hidden by default — the Character sheet shows every category
as 0 until you pay to have them read. Visit a Mastery Tester POI (e.g. the
Proving Post at Lanternwatch Cross) and pay level × 100 gold for a reading.
A reading takes a snapshot: the Character sheet then shows those numbers, frozen as they were when you paid. They don't update as you keep fighting — when you want fresh figures, pay the tester again. (Your masteries are always working in combat; only the display is gated behind the reading.)
Why masteries reward commitment
Because caps are per-category and gains slow down near the top, the optimal play is to commit to a small set of weapon/spell types and push them to (and past) 100, rather than dabbling. A focused Bow Thistrel or triple-element Glimmane out-performs a jack-of-all-weapons of the same level.
Next: Ranks → Combat → Build Guide