Mastery Perks: Difference between revisions
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! style="width:25%;"|Next Perk | ! style="width:25%;"|Next Perk | ||
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| <center><div id="RedRoulette">'''Red Roulette/Ethereal Roulette/Golden Roulette'''</div>[[File:PerkRoulette.png|50px]]<br> [[File:PerkRoulette.png|50px]]<br> [[File:PerkRoulette.png|50px]]</center> || Dice rewards always grant {{col|G|3}} additional red dice.<br>''OR''Dice rewards always grant {{col|G|2}} additional ethereal dice.<br>''OR''Dice rewards always grant {{col|G|1}} additional golden dice. || > [[#Playtime|Playtime]]<br>> [[#Prodigy|Prodigy]]<br>> [[#ReadyToGo|Ready to Go/Steady to Go]] | | <center><div id="RedRoulette">'''Red Roulette/Ethereal Roulette/Golden Roulette'''</div>[[File:PerkRoulette.png|50px]]<br> [[File:PerkRoulette.png|50px]]<br> [[File:PerkRoulette.png|50px]]</center> || Dice rewards always grant {{col|G|3}} additional red dice.<br>''OR''<br>Dice rewards always grant {{col|G|2}} additional ethereal dice.<br>''OR''<br>Dice rewards always grant {{col|G|1}} additional golden dice. || > [[#Playtime|Playtime]]<br>> [[#Prodigy|Prodigy]]<br>> [[#ReadyToGo|Ready to Go/Steady to Go]] | ||
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| <center><div id="Playtime">'''Playtime'''</div>[[File:PerkPlaytime.png|50px]]</center> || Event Rooms with minigames in them are {{col|G|twice}} as common. | | <center><div id="Playtime">'''Playtime'''</div>[[File:PerkPlaytime.png|50px]]</center> || Event Rooms with minigames in them are {{col|G|twice}} as common. | ||
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| <center><div id="MagnumOpus">'''Magnum Opus'''</div>[[File:PerkMagnumOpus.png|50px]]</center> || {{col|Legendary|Legendary}} {{col|P|weapons}} {{col|G|always}} come pre-enchanted with a {{col|Legendary|legendary}} enchantment. | | <center><div id="MagnumOpus">'''Magnum Opus'''</div>[[File:PerkMagnumOpus.png|50px]]</center> || {{col|Legendary|Legendary}} {{col|P|weapons}} {{col|G|always}} come pre-enchanted with a {{col|Legendary|legendary}} enchantment. | ||
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==South== | ==South== | ||
Revision as of 12:23, 19 July 2024
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 Mastery 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 every perk cannot 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 > Headstart/Shortcut |
Headstart/Shortcut |
You start with +1 EXP. OR You start with +5 EXP but every level takes +1 EXP to achieve. |
> Opening Move > Freedom |
High Stakes/Slow and Steady |
Adds +25% to super effective Most enemies have a damage type weakness. Super Effective hits deal 25% more damage. multiplier but also adds -25% to not very effective Most enemies have a damage type resistance. Not Very Effective hits deal 25% less damage. multiplier. OR Adds +12.5% to not very effective Most enemies have a damage type resistance. Not Very Effective hits deal 25% less damage. multiplier but also adds -12.5% to super effective Most enemies have a damage type weakness. Super Effective hits deal 25% more damage. multiplier. |
> Throne Quest |
Throne Quest |
Reduces alignment requirements to enter final floors by 1. |
Blacksmiths and Economy Sub-Branch
Perk | Description | Next Perk |
---|---|---|
Bargain Hunter/Window Shopper |
Gold prices in shops are reduced by up to 20%. OR Shops have a 35% chance to offer an additional item. |
> Supply and Demand/Demand and Supply > Pay to Win |
Supply and Demand/Demand and Supply |
Gold prices increase by 1 to 5 Gold but Soul prices decrease by 1 to 5 Souls . OR Soul prices increase by 1 to 5 Souls but Gold prices decrease by 1 to 5 Gold . | |
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 |
Items priced in Gold have a 25% chance to instead cost Souls , and vice versa. Additionally, when this occurs the price is reduced by 25%. | > Suit Up > Inflation/Deflation |
Suit Up |
Equipment and weapon chests have a 20% chance to contain an additional item. | |
Inflation/Deflation |
Weapons and equipment cost 1 to 10 less Gold in shops but also sell for 1 to 10 less Gold at the Pawn Shop. OR Weapons and equipment cost 1 to 10 more Gold in shops but also sell for 1 to 10 more Gold at the Pawn Shop. |
> Bulk Seller |
Bulk Seller |
With each consecutive item sold at the Pawn Shop, the following item sells for +1 Gold up to a maximum of +10. |
Flasks and Sacrifice Sub-Branch
Perk | Description | Next Perk |
---|---|---|
QuickRecovery |
Halves the time it takes to drink your flask. | > World of Hurt |
World of Hurt |
Blood Chests and Blood Altars are 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 30% 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 30% 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 |
Types of traits offered in trait selections are more influenced by the types 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 never smaller than their base size. | > 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 +0.05 seconds of base invincibility after dashing. OR Reduces your base Stamina Stamina takes 3 seconds to start recovery (stamina recovery speed) and 0.5 seconds to regenerate per point (stamina regeneration speed). recovery time by 0.25 seconds. [From 2 seconds, to 1.75 seconds.] | |
Smash and Grab |
Bombing treasure chests, shrines and the arcade drop twice 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 |
Floors 1 to 10 are guaranteed to contain at least 1 secret room each. |
East
Main Branch
Perk | Description | Next Perk |
---|---|---|
Healing rewards are 50% 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 . OROnce per run, when you enter a floor without a Key , you gain 1 Key . OROnce 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 always grant 3 additional red dice. OR Dice rewards always grant 2 additional ethereal dice. OR Dice rewards always grant 1 additional golden dice. |
> Playtime > Prodigy > Ready to Go/Steady to Go |
Playtime |
Event Rooms with minigames in them are twice as common. | |
Prodigy |
Minigames are easier. | |
Ready to Go/Steady to Go |
Weapons gain +25% chance to spawn pre-enchanted.OR Weapons gain +25% chance to spawn with +1 upgrade level. |
> Heart Seeker/Stamina Scout > Adaptability/Dedication |
Heart Seeker/Stamina Scout |
Equipment items that grant Hearts are 25% more common. OR Equipment items 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 25% more common. | |
Adaptability/Dedication |
Weapons of the same weapon type that you started out with are 50% more common. [Types are melee, ranged or magic.] OR Weapons of the same weapon class that you started out with are 25% more common. [E.g.: sword, bow, gun, wand, ...] |
> Pandora's Boxes |
Pandora's Boxes |
Upon opening 3 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 |
Epic weapons and equipment are 25% more common. | |
Magnum Opus |
Legendary weapons always come pre-enchanted with a legendary enchantment. |