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Mastery Perks: Difference between revisions

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==East==
==East==
===Main Branch===
{| class="wikitable"
! style="width:15%;"|Perk
! style="width:50%;"|Description
! style="width:25%;"|Next Perk
|-
| <center>'''In the Eleventh Hour'''<br>[[File:PerkInTheEleventhHour.png|50px]]</center> || Healing [[File:IconHeart.png|15px|link=]] rewards are {{col|G|50%}} more common while at the brink of death. || > [[#Rebirth|Rebirth]]<br>> [[#HighRoller|High Roller/Safe Bet]]<br>> [[#RedRoulette|Red Roulette/Ethereal Roulette/Golden Roulette]]
|-
| <center><div id="Rebirth">'''Rebirth'''</div>[[File:PerkRebirth.png|50px]]</center> || You are {{col|Y|{{KW|Revived}}}} from death {{col|G|once per run}}.
|-
| <center><div id="HighRoller">'''High Roller/Safe Bet'''</div>[[File:PerkHighRoller.png|50px]]<br> [[File:PerkSafeBet.png|50px]]</center> || Gain a {{col|G|20%}} chance on each room reward roll to roll the maximum amount of rewards.''OR''<br>If the rolled amount of room rewards is below average the amount is rolled again, taking the higher of the two values. || > [[#RainyDayFund|Rainy Day Fund/The Key to Success/Explosive Delivery]]
|-
| <center><div id="RainyDayFund">'''Rainy Day Fund/The Key to Success/Explosive Delivery'''</div>[[File:PerkRainyDayFund.png|50px]]<br> [[File:PerkTheKeyToSuccess.png|50px]]<br> [[File:PerkExplosiveDelivery.png|50px]]</center> || Once per run, when you enter a floor without {{KW|Gold}}, you gain {{col|G|10}} {{KW|Gold}}.<br>''OR''Once per run, when you enter a floor without a {{KW|Key}}, you gain {{col|G|1}} {{KW|Key}}.<br>''OR''Once per run, when you enter a floor without a {{KW|Bomb}}, you gain {{col|G|2}} bombs.
|}


==='''Games and Gear''' Sub-Branch===
{| class="wikitable"
! style="width:15%;"|Perk
! style="width:50%;"|Description
! style="width:25%;"|Next Perk
|-
| <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="Playtime">'''Playtime'''</div>[[File:PerkPlaytime.png|50px]]</center> || Event Rooms with minigames in them are {{col|G|twice}} as common.
|-
| <center><div id="Prodigy">'''Prodigy'''</div>[[File:PerkProdigy.png|50px]]</center> || Minigames are {{col|G|easier}}.
|-
| <center><div id="ReadyToGo">'''Ready to Go/Steady to Go'''</div>[[File:PerkReadyToGo.png|50px]]<br> [[File:PerkSteadyToGo.png|50px]]</center> || {{col|P|Weapons}} gain {{col|G|+25%}} chance to spawn pre-enchanted.''OR''<br>{{col|P|Weapons}} gain {{col|G|+25%}} chance to spawn with {{col|G|+1}} {{col|P|upgrade level}}. || > [[#HeartSeeker|Heart Seeker/Stamina Scout]]<br>> [[#Adaptability|Adaptability/Dedication]]
|-
| <center><div id="HeartSeeker">'''Heart Seeker/Stamina Scout'''</div>[[File:PerkHeartSeeker.png|50px]]<br> [[File:PerkStaminaScout.png|50px]]</center> || Equipment items that grant {{KW|Hearts}} are {{col|G|25% more}} common.<br>''OR''<br>Equipment items that grant {{KW|Stamina}} are {{col|G|25% more}} common.
|-
| <center><div id="Adaptability">'''Adaptability/Dedication'''</div>[[File:PerkAdaptability.png|50px]]<br> [[File:PerkDedication.png|50px]]</center> || {{col|P|Weapons}} of the same {{col|P|weapon}} type that you started out with are {{col|G|50%}} more common. {{col|Gr|[Types are melee, ranged or magic.]}}<br>''OR''<br>{{col|P|Weapons}} of the same {{col|P|weapon}} class that you started out with are {{col|G|25%}} more common. {{col|Gr|[E.g.: sword, bow, gun, wand, ...]}} || > [[#PandorasBoxes|Pandora's Boxes]]
|-
| <center><div id="PandorasBoxes">'''Pandora's Boxes'''</div>[[File:PerkPandorasBoxes.png|50px]]</center> || Upon opening 3 Treasure Chests permanently gain {{col|G|+1}} {{KW|MagicFind}}. || > [[#Odyssey|Odyssey]]<br>> [[#MagnumOpus|Magnum Opus]]
|-
| <center><div id="Odyssey">'''Odyssey'''</div>[[File:PerkOdyssey.png|50px]]</center> || {{col|P|Epic}} weapons and equipment are {{col|G|25%}} more common.
|-
| <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.
|}
==South==
==South==



Revision as of 12:22, 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
Hope
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
In the Eleventh Hour
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.
ORDice rewards always grant 2 additional ethereal dice.
ORDice 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.

South

West