Mastery Perks

From Tiny Rogues Wiki

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
Hope
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
In the Eleventh Hour
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
If the rolled amount of room rewards is below average the amount is rolled again, taking the higher of the two values.

> 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
Gain a +25% chance for Weapons to spawn with +1 Upgrade Level.

> 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
Backup Armory
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
Lucky Start
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
Lazy Stroll
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.