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

skill mastery
Syntax: master <skill> master forget <skill> master retrain <skill> master list Once a character reaches a sufficient level of proficiency (80% and 90% are the thresholds) in a skill or spell, they can further train it to become true masters. Mastering a skill provides additional bonuses when using the skill. Two levels of mastery (master and grandmaster) are achievable. Each advancement costs a number of training sessions, and the number of trains that can be spent on mastering skills is limited (this limit increases with each remort). The cost for each level of mastery is the same, but the bonuses provided by grandmaster level is usually less than twice that of master level. Type master list to see all skills you can master. Some skills are closely related, and mastering skills similar to one already mastered becomes much easier. This is represented by schools. The first time a skill belonging to a school is mastered, an additional number of trains must be spent to master the school. Once the cost for the school has been learned, other skills in that school will have their cost reduced and the cost will not be paid again. The showskill command lists all schools that a skill belongs to, and their cost. There is a limit on the number of trains you can spend on mastering skills, starting at 30 for new characters and increasing by 2 each remort. You can unmaster a skill with the forget and retrain options. Forgetting a mastery is free, but trains spent are lost. Retraining a skill cost 5000gp per train, but recovers 90% of trains spent. The bonuses provided by spell mastery are uniformly the same: MA: -20% casting cost, +8 caster level, gained 8 levels earlier GM: -30% casting cost, +10 caster level, gained 10 levels earlier Grandmastery in a spell enables meta-magic skills to be applied, though the spell failure chance incurred due to non-proficiency is significant (50%). Mastery in stances provide the following bonuses: MA: -20% move cost, +20% chance to maintain, gained 8 levels earlier GM: -30% move cost, +30% chance to maintain, gained 10 levels earlier Mastery in songs reduces the cost to maintain them: MA: -20% mana cost, gained 8 levels earlier GM: -30% mana cost, gained 10 levels earlier Mastery in weapon skills grants a crit chance and resistance to disarm: MA: +3% critical, +20% maintain grip on disarm GM: +5% critical, +30% maintain grip on disarm You do not require the critical strike skill for this to work. The base chance for maintaining your stance when bashed, tripped, etc. is 20%, and likewise the base chance to maintain grip on disarm is 20%. Mastery in destancing skills (bash, trip etc.) and disarm reduces these base chances by 16%/20% respectively. Martial attacks that deal damage deal 20%/25% more damage with MA/GM. Attacks that use combat maneuvers receive a 20%/25% bonus on the opposed check, both when using the mastered attack form and defending against it. In particular these include various destancing skills, skills causing blindness, and disarm. See help mastery bonuses for mastery effects on other skills.

beast mastery
Beast mastery is a talent learned by Voadkins that allows them to automatically attract followers when roaming in the wild. The skill works best in forest environments, and requires no command to use. If a pet is already controlled, or "nofollow" is turned on, then no wild beasts will follow. Additionally, beast mastery increases the duration and potency of the sticks to snakes and tree golem spells (much like puppetry improves animate dead).