Masteries are DM granted ranks in a skill that go above and beyond the mechanical abilities of the game. These allow you to customize your character and specialize in things to a greater degree than the game normally allows. Please submit a ticket to begin queuing up your PC to begin receiving these once your character is about 2 weeks old.
Generally speaking, a character can only have a single rank 5 mastery. These masteries take 152 days to get from rank 4 to 5. Other than that, masteries start at 14 days, then 21 days, then remain at 28 days.
Tier 1 receives 3 quick slot (7 day) masteries upon being achieved.
Tier 2 and 3 receives 2 quick slot (7 day) masteries upon being achieved.
A rank 5 mastery can be reduced by 28 days by assigning a quick slot to it. You can only reduce a rank 5 mastery by a maximum of 28 days.
As part of a promotion within a faction to some ranks you may gain fast track masteries that complete in 7 days per rank. The masteries and ranks are as follows:
Tier | Jedi | Sith Empire (Sith - Revanites/Malakites) | Republic/Empire (Army/Navy) |
Republic/Empire (Intel) | Republic/Empire (Officers) | Hutt Cartel | Czerka (Corporate) | Czerka (Rangers) | Mandalorians |
---|---|---|---|---|---|---|---|---|---|
0 | Initiate | Aspirant | Private/Crewman | Analyst | Officer Cadet | Enforcer | Associate | Ranger | Vod |
1 | Padawan | Acolyte | Sergeant/Chief Petty Officer | Operative | Ensign | Made Man | Specialist | Sergeant | Verd |
2 | Knight | Warrior/Inquisitor/Sorcerer (or specialized equivalent) |
Master Sergeant/MCPO | Agent | Lieutenant | Captain | Department Head | Lieutenant | Al'ram |
3 | Knight-Captain | Overseer | Lieutenant | Senior Agent | Commander | Underboss | Director | Captain | Shukar'alor |
If a character winds up using a 7 day mastery to override the training time on a 14 or 21 day mastery, they receive a new 14 or 21 day mastery slot in its place.
You can reallocate progress at any time from one mastery to another. For instance, if you work on Telekinesis 3 for 2 weeks, but then decide you want Makashi 1 after 2 weeks have passed, you can simply shift all that progress over to Makashi 1.
You can get rid of masteries as well. Removing a mastery gives you a new 14 day training slot. If you get rid of a mastery that you used a quick slot for, you get that quick slot back.
The following is a list of allowed masteries with rarity, associated skills, and sometimes a brief description.
Rarities:
None - Free to take, no restriction
Rare - DM team wishes to restrict these. Handed out on case by case basis.
Off Limits - Included only to state that they are not allowed, do not request them.
There is no guarantee your chosen mastery will have a token or in-game benefit.
Take them for RP and flavor purposes, not mechanical.
On Miscellaneous Masteries: You may apply for Masteries not on this list, as well, that are more RP focused. (Eg. Breakdancing, drawing, singing). Masteries not on this list may still be requested, as this list is not completely definitive, but expect that they are unlikely to be allowed.
On Dark Side & Corruption: When it comes to Dark Side masteries, please understand there is no morally justifiable reason to use or advance in Dark Side abilities. The Dark Side is evil, corruptive, and all-consuming. It requires the deepest and darkest emotions to function, and thus, should be represented as such. The Dark Side is a crux, an addiction, which preys upon your weakness to fuel with strength until it is all that's left. Therefore, it is expected that people taking powerful Dark Side masteries (including but not limited to Sorcery, Alchemy, Mechu-Deru, Necromancy) are portraying their corruption appropriately. Obviously, players are allowed to express this spiral of their character as they see fit, but the Dark Side cannot be used for an objective “good”. At the end of the day, the pursuit of the Dark is a selfish endeavour, no matter how the journey started. Many examples exist of this in the Star Wars universe, so if you need a comparison, take some time to look up some characters from the games, movies or other literature to figure out what brand of evil might best suit your character.
Similarly, it is expected that players that progress and utilise these masteries are aware of the consequences it can have on their characters. Everything has a price when it comes using the Dark Side, and immense power often comes with immense sacrifice. One might find dabbling frequently and excessively into their dark art will put them on a road of no return. Characters with high ranks in Dark Side masteries are assumed to have utilised their art extensively, even if this isn't reflected in-game. You can't just read about Sith Sorcery to achieve rank 5, you have to practice it. A lot. It is possible a character might face consequences, permanent or temporary, for their practice - it is important you (the player) to understand this when you go forward with your choice.
Associated Skill | Force Affinity | Rarity | Name | Description |
---|---|---|---|---|
Agriculture | Fishing | |||
Chef | ||||
Armor | Endure Pain | |||
Power Armor Operation | ||||
EVA Operative | ||||
Beast Mastery | Xenobiology | |||
Beast Handler | ||||
Rare | Geneticist | |||
Devices | Sapper | |||
Shield Tech | ||||
Chemist | ||||
Engineering | Rare | Nanotechnology | ||
Shipwright | ||||
Droidcraft | ||||
Warship Engineer | ||||
Technician | ||||
Fabrication | City Planner | |||
Architect | ||||
Interior Design | ||||
First Aid | Surgeon | |||
Doctor | ||||
Field Medic | ||||
Force | Light Side | Rare | Force Light | |
Dark Side | Rare | Necromancy | ||
Universal | Rare | Sith Language | ||
Dark Side | Depths of Rage | |||
Light Side | Inner Tranquillity | |||
Universal | Sense | |||
Universal | Telekinesis | |||
Universal | Tutaminis | |||
Light Side | Imbue Force | |||
Universal | Enhance Attribute | |||
Light Side | Force Healing | |||
Universal | Mentalism | |||
Light Side | Purification | |||
Dark Side | Sith Alchemy | |||
Dark Side | Sith Sorcery | |||
Universal | Force Concealment | Reducing your Force signature to be undetectable (works for both Light and Dark Side). | ||
Light Side | Rare | Force Cloak | ||
Dark Side | Force Clouding | Withdrawing the Dark Side within yourself to not be detected (Dark Side only). | ||
Light Side | Plant Surge | |||
Universal | Instinctive Astrogation | Assists with piloting. The Force guides you through navigation and combat both. | ||
Dark Side | Rare | Mechu Deru | Infusing your technology with the Dark Side of the Force, you assert greater control over it while imbuing it. | |
Universal | Battle Meditation | (Note, you are NEVER going to be as good as Bastilla.) | ||
Dark Side | Force Drain | (Note, you are NEVER going to be as good as Nihilus.) | ||
Gathering | Pathfinding and Prospecting | |||
Foreman | ||||
Leadership | Inspiring Presence | |||
Tactics & Strategy | ||||
Demoralizing Presence | ||||
Diplomacy | ||||
Martial Arts | Teras Kasi | |||
Echani Martial Arts | ||||
Saber Combat | Form I: Shii Cho | |||
Form II: Makashi | ||||
Form III: Soresu | ||||
Form IV: Ataru | ||||
Form V: Djem So/Shien | ||||
Form VI: Niman | ||||
Form VII: Juyo | ||||
Jar'Kai | Dual-wielding only. | |||
Dun Moch | ||||
Piloting | Astrogation | |||
Dogfighting | ||||
Warship Operation | ||||
Ranged | Gunslinger | |||
Assault | ||||
Heavy Weapons | ||||
Smithing | Forgeworks Operation | |||
Rare | Beskar Smithing | Mandalorians only. | ||
General | Strength Training | Does not improve Might score. Simply provides a bonus toward contests of strength. | ||
Agility Training | Does not improve Agility score. Simply provides a bonus toward contests of agility. | |||
Stealth | ||||
Reconnaissance | ||||
Weapons | Shield | |||
Vibroblade | ||||
Finesse Vibroblade | ||||
Heavy Vibroblade | ||||
Twin Blade | ||||
Polearm | ||||
Staff | ||||
Katar | ||||
Pistol | ||||
Rifle | ||||
Rifle (Sniper) | ||||
Shuriken |