Weapon Mastery

From Project Einherjar

General

See Also: Classes

There are a total of 5 Weapon Mastery Onslaught, Swiftness, Safeguard, Mystical and Ranged. As you kill monsters you gain exp, which can be seen via the @showexp command, the exp gained is based on your Weapon Mastery Multiplier as seen below and the monsters job exp and level. MVPs give a large bonus.

The effect stated in the skill is multiplied by the kind of weapon you wield as follows. A shield uses your main-hand weapon level for [Off-hand].

  • [Main-hand]: 80% Base + 25% Bonus * Weapon Level
  • [Two-Handed]: 160% Base + 35% Bonus * Weapon Level
  • [Off-hand]: 40% Base + 10% Bonus * Weapon Level (This is the shield or weapon in your left hand)


The type of weapon mastery is based on the weapon type you equip in that specific slot. If you have a dagger on your main-hand, you get your swiftness bonus from that slot. If you have a shield on your off-hand, you get your safeguard bonus from that slot. Both combined with a weapon level 4 gives you 180% multiplier in Swiftness, and 80% multiplier in Safeguard, increased to 280% and 120% at level 10 mastery respectively.

You only gain the Mastery bonus while the corresponding weapon is equipped.

Onslaught.png Onslaught

Weapons: Swords, Axes, Maces, Knuckles, Huuma Shurikens and Shotguns
Level Effect
1 Strength + 1
2 Base Attack + 5
3 Hit + 5
4 Weapon Attack Min & Max + 5
5 APM + 3%
6 Ignore 6% Defense
7 Weapon Attack + 5%
8 Damage +5%
9 Attack + 10%
10 Doubles Weapon Level Effect and Ignore Size modifiers

Swiftness.png Swiftness

Weapons: Dagger, Katars and Gatling Guns
Level Effect
1 Agility +1
2 Attack Speed + 5%, Cast Delay -5%
3 Flee + 10
4 Attacking Restores HP
5 Movement Speed + 5
6 Ignore 4 Flat Def and Mdef
7 Critical & Matk + 5%
8 Critical Damage + 5%
9 All Damage +10%
10 Doubles Weapon Level Effect and increases the APM Cap by 50

Safeguard.png Safeguard

Weapons: Unarmed, Spears, Books and Shields.
Level Effect
1 Vitality + 1
2 Hp + 300
3 Hp Recovery + 25%
4 Reduce incoming damage by (SkillLv * 2)
5 Defense + 2
6 Magic Defense + 2
7 HP + 5%, Healing Received + 5%
8 Physical Resistance +10%
9 Magic Resistance +10%
10 Doubles Weapon Level Effect

Mystical.png Mystical

Weapons: Rods and Staffs
Level Effect
1 Intelligence + 1
2 Magic Attack + 30~60
3 SP Recovery Rate + 25%
4 Max SP + 100
5 Ignore 5% Mdef
6 Heal Power + 15%
7 Cast Delay & Cast Time - 10%
8 Magic Damage + 5%, SP Cost - 5%
9 Magic Attack + 15%
10 Doubles Weapon Level Effect

Ranged.png Ranged

Weapons: Bows, Instruments, Whips, Rifles and Grenade Launchers
Level Effect
1 Dexterity + 1
2 10% Perfect Hit chance
3 Base Attack + 5
4 Critical + 3
5 ATK & MATK + 5%
6 Base APM + 3, -5% Cast Delay
7 Ignore 3% DEF & MDEF
8 Critical Damage & Magic Damage +5%
9 Ranged Attack +10%
10 Doubles Weapon Level Effect