Mastery Perks
Mastery Perks act as the main progression system in the game, letting you pick and choose the best perks for your ideal playstyle and helps make the game less difficult and more accessible. Mastery Perk points can be gained via defeating bosses and gaining Boss Crowns, which fill an EXP bar and contribute to gaining your next point. This can be sped up by activating Cinders which make the game more difficult in exchange for more EXP per crown. In the perk tree there are choice perks which let you pick only 1 perk out of multiple choices.
A maximum of 30 Mastery Points can be currently allocated in the perk tree, meaning that not every perk can be enabled at once.
North
Main Branch
Perk | Description | Next Perk |
---|---|---|
You start with 1 Soul Heart . | > Bargain Hunter/Window Shopper > First Aid | |
First Aid |
You start with +1 additional health flask. | > Quick Recovery > Head Start/Shortcut |
Head Start/Shortcut |
You start with +1 EXP. OR You start with +5 EXP but every level takes +1 EXP to achieve. |
> Opening Move > High Stakes/Slow and Steady > Freedom |
High Stakes/Slow and Steady |
Adds +15% to your super effective Most enemies have a damage type weakness. Super Effective hits deal 25% more damage.damage OR Adds +10% to your not very effective Most enemies have a damage type resistance. Not Very Effective hits deal 25% less damage. damage |
> Throne Quest |
Throne Quest |
Reduces alignment requirements to enter final floors by 1. (From 4/4 to 3/3). |
Blacksmiths and Economy Sub-Branch
Perk | Description | Next Perk |
---|---|---|
Bargain Hunter/Window Shopper |
Gold prices in all shops are reduced by 10%. OR Shops gain a 25% chance to offer 1 additional item. |
> Supply and Demand/Demand and Supply > Pay to Win |
Supply and Demand/Demand and Supply |
Gold prices in Shops under 10 are reduced to 5. OR Soul prices in Shops under 5 are reduced to 1. | |
Pay to Win |
Floor 1 always contains a shop. | > Loss Leader/Worth of a Soul > Mixed Bag |
Loss Leader/Worth of a Soul |
Upgrading weapons at any blacksmith costs 10/15/20 [and so on] instead of 20/20/20 OR All blacksmiths charge 5 Souls instead of 20 Gold per upgrade. |
> Loyalty/Sympathy/Pity |
Loyalty/Sympathy/Pity |
The default blacksmith can upgrade weapons to upgrade level 4. OR Blacksmiths sell Repair Powder for 5 Gold . OR The Blacksmith can remove negative enchantments from weapons for free. | |
Mixed Bag |
Shops that trade for Souls have a 10% chance to charge Gold instead. | > Suit Up > Inflation/Deflation |
Suit Up |
Treasure chests gain a 20% chance to contain an additional item. | |
Inflation/Deflation |
Weapons and equipment are 1 to 5 Gold cheaper at shops. OR Weapons and equipment are worth 1 to 5 more Gold at the Pawn Shop. |
> Bulk Seller |
Bulk Seller |
With each consecutive item sold at the Pawn Shop, the following items sells for +1 Gold up to a maximum of +10. |
Flasks and Sacrifice Sub-Branch
Perk | Description | Next Perk |
---|---|---|
QuickRecovery |
Gain 25% flask drink speed. | > World of Hurt |
World of Hurt |
Blood Chests and Blood Altars are x1.30 more common. |
Traits and Attributes Sub-Branch
Perk | Description | Next Perk |
---|---|---|
Opening Move |
Your first trait selection always offers 4 traits. | > Personal Agency > Strong Foundation/Perfectionist |
Personal Agency |
Curse Cursed Hits have x0.50 chance for Hit Effects to happen. is 0.75x less likely to seal a trait in trait selection. | |
Strong Foundation/Perfectionist |
Gain +1 free trait reroll, only on your first trait selection. OR Gain +1 free trait reroll, only on your last trait selection. |
> All In/Well Rounded Beast > Butterfly Effect/Wildcard |
All In/Well Rounded Beast |
Gain a 50% chance that food rewards are of the type of your highest attribute. OR On entering floor 2, 4, 6 and 8 gain +1 of your lowest attribute. | |
Butterfly Effect/Wildcard |
Trait offered in trait selections are more likely to match the color of traits you already have. OR trait selections always contain a trait of the type of your lowest attribute. |
Loot and Mobility Sub-Branch
Perk | Description | Next Perk |
---|---|---|
Freedom |
Rooms are up to 2 Tiles larger in Width and Height. | > Speed/Reflexes/Stamina > Smash and Grab |
Speed/Reflexes/Stamina |
Gain +1 base movement speed. [Most character classes start with a base movement speed between 6 or 8.] OR Gain +0.1 seconds of base invincibility after dashing. OR Gain x1.10 Stamina Stamina takes 3 seconds to start recovery (stamina recovery speed) and 0.5 seconds to regenerate per point (stamina regeneration speed). recovery speed. [From 2 seconds, to 1.75 seconds.] | |
Smash and Grab |
Bombing treasure chests, shrines and the arcade drop x2.00 the amount of stuff. | > Trust Issues/Double Trouble > Secret Service |
Trust Issues/Double Trouble |
Mimics appear more often but you get no hint for their upcoming appearance anymore. [Info: Mimics award twice the rewards of the chest they mimic, so more mimics equal more loot.] OR Mimics are slightly rarer but always appear in pairs, granting additional rewards. | |
Secret Service |
You find up to x2.00 more Secret Rooms and Locked Cellars. |
East
Main Branch
Perk | Description | Next Perk |
---|---|---|
Healing rewards are 25% more common while at the brink of death. | > Rebirth > High Roller/Safe Bet > Red Roulette/Ethereal Roulette/Golden Roulette | |
Rebirth |
You are RevivedRecover 2 Hearts on Revive. Revive refreshes every Floor. from death once per run. | |
High Roller/Safe Bet |
Gain a 20% chance on each room reward roll to roll the maximum amount of rewards.
OR |
> Rainy Day Fund/The Key to Success/Explosive Delivery |
Rainy Day Fund/The Key to Success/Explosive Delivery |
Once per run, when you enter a floor without Gold , you gain 10 Gold . OR Once per run, when you enter a floor without a Key , you gain 1 Key . OR Once per run, when you enter a floor without a Bomb , you gain 2 bombs. |
Games and Gear Sub-Branch
Perk | Description | Next Perk |
---|---|---|
Red Roulette/Ethereal Roulette/Golden Roulette |
Dice rewards grant +2 to +3 Red Dice. OR Dice rewards grant +1 to +2 Ethereal Dice. OR Dice rewards grant +1 Golden Dice. |
> Playtime > Prodigy > Ready to Go/Steady to Go |
Playtime |
Event Rooms with minigames in them are x3.00 more common. | |
Prodigy |
Minigames are easier. | |
Ready to Go/Steady to Go |
Gain a +25% chance for Weapons to spawn with an Enchantment Modifier.
OR |
> Heart Seeker/Stamina Scout > Adaptability/Dedication |
Heart Seeker/Stamina Scout |
Equipment that grant Hearts are x1.25 more common. OR Equipment that grant Stamina Stamina takes 3 seconds to start recovery (stamina recovery speed) and 0.5 seconds to regenerate per point (stamina regeneration speed). are x1.25 more common. | |
Adaptability/Dedication |
Weapons Types different to your starting one are x1.20 more common. [Types are melee, ranged or magic.] OR Weapons of the same Class as the one you started with are x1.20 more common. [E.g.: sword, bow, gun, wand, ...] |
> Pandora's Boxes |
Pandora's Boxes |
Upon opening 5 Treasure Chests, permanently gain +1 Magic Find Magic Find Chance For: ↳ Upgrading Item Rarity ↳ Completing Sets ↳ Weapons to be Pre-Enchanted Makes you find more Rare, Epic and Legendary items.. |
> Odyssey > Magnum Opus |
Odyssey |
While you are not using any Legendary Item, Legendary Items are x1.20 more common. | |
Magnum Opus |
Legendary Weapons always spawn with a Legendary Enchantment Modifier. |
South
Main Branch
Perk | Description | Next Perk |
---|---|---|
Floor 3 always contains an additional armory that offers 2 weapon choices. | > Rise or Fall/Perseverance > Money at the Spot/Drinking on the Dot/Repairing Every Slot | |
Rise or Fall/Perseverance |
Every armory contains a weapon enchanted with a positive enchantment and one with a negative enchantment. OR Weapons in armories are never enchanted with a negative enchantment. |
> Royal Descent |
Royal Descent |
You gain +10% chance per run to encounter a Royal Armory. [5% base chance] |
Traders and Enchantments Sub-Branch
Perk | Description | Next Perk |
---|---|---|
Money at the Spot/Drinking on the Dot/Repairing Every Slot |
Pawn shops are now guaranteed to appear on floor 3, 6, 9 instead of appearing randomly. OR Taverns are now guaranteed to appear on floor 3, 6, 9 instead of appearing randomly. OR Blacksmiths are now guaranteed to appear on floor 3, 6, 9 instead of appearing randomly. |
> Evergreen > Death and Taxes/Holy Devotion/Silent Night > Happy Hour/Health Insurance/Bunking Up > Smuggler Nook |
Evergreen |
Stamina SurgeStamina Surge is a buff that grants +1 stamina and lasts 1 room. from Green Blossoms last 10 rooms instead of 1 room. | |
Death and Taxes/Holy Devotion/Silent Night |
The Tax Collector is now a permanent resident of the tavern, replacing the nurse. OR The Cleric is now a permanent resident of the tavern, replacing the nurse. OR Santa is now a permanent resident of the tavern, replacing the nurse. |
> Weave the Arcane/Enigmatic |
Happy Hour/Health Insurance/Bunking Up |
Booze prices are reduced by 2 to 5 Gold depending on the type of booze. OR Healing from the Nurse costs 5 Gold instead of 10. OR Staying over night and rerolling the Tavern costs 5 Gold instead of 10. | |
Smuggler Nook |
The tavern gains +25% chance to have an entrance to the Black Market [Base chance is 15%] | > Wildlife Trafficking/Forbidden Magic/Deep Sea Contraband |
Wildlife Trafficking/Forbidden Magic/Deep Sea Contraband |
The Black Market always contains the Smuggler selling Companions and he gives you a 50% discount. OR The Black Market always contains the Wizard selling charms and he gives you a 50% discount. OR The Black Market always contains the Kuo-Tao selling fish items and they give you a 50% discount. | |
Weave the Arcane/Enigmatic |
Enchanting has a 30% chance to result in a legendary enchantment. OR Enchanting at the Enchantress costs 20 Gold instead of 30. |
> Precognition > Twilight Fall |
Precognition |
The Enchantress always appears at the tavern. | |
Twilight Fall |
Twilight Branches are twice as common. |
West
Main Branch
Perk | Description | Next Perk |
---|---|---|
You have +1 Luck Lucky Hits have x2.00 chance for Hit Effects to happen. Luck Chance For: ↳Upgrading Room Reward ↳Win in Arcade ↳Extra Trait offered ↳Roll lowest price in Shop Grants Lucky Hit Chance. on floor 1 and 2. |
> Lazy Stroll > Call to Adventure > Left to Fate | |
Call to Adventure |
Gain +1 Suppression Suppression prevents one hit of damage taken only during boss fights. Refreshes each floor. against floor 1, 2 and 3 bosses. [Suppression is like a Heart but only for boss fights.] | > Thief in the Shadows > Catharsis |
Thief in the Shadows |
Defeating a boss without taking damage gives you +1 Magic Find Magic Find Chance For: ↳ Upgrading Item Rarity ↳ Completing Sets ↳ Weapons to be Pre-Enchanted Makes you find more Rare, Epic and Legendary items. for the reward selection. [Tip: Suppression Suppression prevents one hit of damage taken only during boss fights. Refreshes each floor., Block Block prevents one hit of damage taken. Refreshes each floor. and Evade Evades refresh after 5 combat encounters without taking damage or evading. protect you from taking damage.] |
> Spoiled for Choice |
Spoiled for Choice |
Defeating a floor without taking damage makes the boss offer +1 reward. [Tip: Suppression Suppression prevents one hit of damage taken only during boss fights. Refreshes each floor., Block Block prevents one hit of damage taken. Refreshes each floor. and Evade Evades refresh after 5 combat encounters without taking damage or evading. protect you from taking damage.] |
Enemies and Boss Rewards Sub-Branch
Perk | Description | Next Perk |
---|---|---|
While you are Level 0, Bosses have x0.90 Health Health is the red part of enemy health bars and armor is the blue-grey part of enemy health bars. and Armor . | > Friendship Quest/Supernatural Aid/Take This > The Glass is Half Full/The Glass is Half Empty | |
Friendship Quest/Supernatural Aid/Take This |
The choice of rewards for the first boss always give you the option of a companion reward. OR The choice of rewards for the first boss always give you the option of a charm reward. OR The choice of rewards for the first boss always give you the option of a weapon reward. | |
The Glass is Half Full/The Glass is Half Empty |
You encounter 25% less packs of enchanted enemies but they have 12.5% more Health Health is the red part of enemy health bars and armor is the blue-grey part of enemy health bars. and Armor Health is the red part of enemy health bars and armor is the blue-grey part of enemy health bars.. OR You encounter 25% more packs of enchanted enemies but they have 12.5% less Health Health is the red part of enemy health bars and armor is the blue-grey part of enemy health bars. and Armor Health is the red part of enemy health bars and armor is the blue-grey part of enemy health bars.. |
> Vanity/Prosperity |
Vanity/Prosperity |
Boss rewards that guarantee an item of a certain rarity now guarantee that or a higher rarity on all items offered. OR Boss rewards that guarantee a weapon or equipment type now guarantee that type for at least 3 items instead of just for 1. |
Loot Consistency Sub-Branch
Perk | Description | Next Perk |
---|---|---|
Left to Fate |
Curse Cursed Hits have x0.50 chance for Hit Effects to happen. is 0.75x less likely to downgrade room rewards. | > Compromised Loot > Treasure Hunter |
Compromised Loot |
Locked cellars never contained locked things. | |
Treasure Hunter |
Secret rooms are highlighted. |
Death's Castle Sub-Branch
Perk | Description | Next Perk |
---|---|---|
Catharsis |
Gain +1 Suppression Suppression prevents one hit of damage taken only during boss fights. Refreshes each floor. against the floor 10 boss. [Suppression is like a Heart but only for boss fights.] | > Labyrinth of Fate/Lost Goods/Farewell Drink |
Labyrinth of Fate/Lost Goods/Farewell Drink |
Floor 10 is guaranteed to contain an event room. OR Floor 10 is guaranteed to contain an shop. OR Floor 10 is guaranteed to contain an enchantment. |