mastery bonuses
The bonuses provided by skill mastery at master and grandmaster level for most skills are given below: Aim : -20% lag -25% Alchemy : +8 potion spell level +10 Anatomy : +15% effectiveness +25% Arcane Lore : +3 caster level on spells from objects +5 levels Ashura : +30% chance for off-hand attack, +15% for 2H +50%/25% Assassination : better chance on injured targets (max +60%) +100% Backstab : +20% chance to land when spotted +25% Beheading : better chance on injured targets (max +60%) +100% Berserk : +3% damage while offensive, +6 hit/damroll +5% / +10 Bite : +20% damage, -20% lag +25% / -25% Bodyguard : 1 extra lag-free rescue each round 2 extra Brawl : +30% chance for off-hand attack +50% Burst : +40% effective hitroll +50% Chop : +20% damage, -20% lag +25% / -25% Circle (etc) : +12% chance to reach opponents back +15% Coersion : +10% chance to placate +15% Critical Strike : +3% critical strike chance +5% Dagger Focus : +18% effectiveness +30% Dodge : +3% chance to avoid hit +5% Double Strike : 40% chance for 'rend' when both attacks hit 50% Dual Skills : 15% chance of extra offhand attack 25% Duck : +3% chance and +6% chance to duck in melee +5% / +10% Endurance : +60% healing bonus +100% Enhanced Damage : +30% to extra damage bonus +50% Entrapment : 60% chance to trip and attack 100% Estimate : Estimate as if +40 levels higher +60 levels Evasion : +30% effectiveness against non-area spells +50% Fast Healing : +60% healing bonus +100% Firstaid : at least 40% effective 50% Flanking : +30% to extra damage bonus +50% Flee : -40% lag -50% Focus : +18% effectiveness +30% Full Auto : +40% effective hitroll +50% Giant Feller : x2 effective size difference x3 Guard : 6% chance to auto-guard each opponent 10% chance Hand to Hand : -6% chance to be parried, -30% parry damage -10% / -50% Heavy Armor : +30% skill effectiveness +50% Hunt/Scout : -50% distance penalty +50% max distance Ignite : +2 ticks to bomb timer +3 ticks Instruments : +30% effectiveness in reducing song cost +50% Introspection : roll twice when practicing field, take better roll thrice Iron Hide : +60% bonus +100% Jump Up : +15% chance to leap up +25% Kick : +20% damage, -20% lag +25% / -25% Killer Instinct : +30% to extra damage bonus +50% Kung Fu : 12% chance for flurry attack on unarmed hit 20% Leadership : reduces xp penalty in group (+8-33% xp gained) +12-50% Lore : -50% lag -66% Mass Combat : +3% chance to avoid hit +5% Meditation : +60% healing bonus +100% Melee : +30% chance for off-hand attack, +15% for 2H +50%/25% Meta-Magics : -40% extra cost for spells -60% Mug : +20% damage & bonus gold +25% Natural Resist. : +60% bonus +100% Parry : +3% chance to avoid hit +5% Penetration : +30% effectiveness +50% Power Attack : +20% damage +25% Puncture : +20% damage +25% Puppetry : +3 zombie level, +30 CHA (WRT #lvls controlled) +5 / +50 Rescue : 60% chance to reroll failed rescue 100% chance Riff : +12 to hitroll cap, +1 duration +20 cap Round Swing : -20% lag -25% Second Attack : 15% chance of extra attack 25% Semi Auto : +40% effective hitroll +50% Sentinel : 40% reduced damage (instead of 25%) 50% Sharp Shooting : +30% more likely to work +50% Shield Block : +3% chance to avoid hit +5% Snipe : -20% lag -25% Smite : 40% dispel chance vs different alignment 50% Stalk : -60% hunt move cost -90% Strafe : 40% chance of third attack 50% Taxidermy : -50% lag -66% Third Attack : 15% chance of extra attack 25% True Grit : -50% chance of sudden death -75% Twohand Weapons : +level * 0.15 damage with twohanded weapons +level/4 Uppercut : +20% damage +25% Use Magic Dev. : +30% effectiveness, +6 spell level at hero +50% / +10 War Cry : +5 hit/damroll, -100 AC -10 saves