Mastery Perks

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Revision as of 15:17, 19 July 2024 by NDSi (talk | contribs)

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
> 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
> 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 .
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 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.

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 +15% 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 20% chance to result in a legendary enchantment.
OR
Enchanting at the Enchantress costs 20 Gold instead of 30.
> Precognition
> Twilight Fall
Precognition
You always encounter the Enchantress in the tavern owning a weapon that is not enchanted or enchanted with a negative enchantment.
Twilight Fall
File:PerkTwilightFallpng
Twilight Branches are twice as common.

West

Main Branch

Perk Description Next Perk
Lucky Start
File:PerkLuckyStartpng
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 Guarantees Sub-Branch

Perk Description Next Perk
Lazy Stroll
File:PerkLuckyStartpng
Enemies in floor 1 have 20% 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..
Enemies in floor 2 have 10% 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.
> 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 2 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. has 20% less chance of downgrading 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
File:PerkLabryrinthOfFate.png

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 tavern.