Back to wiki

Mastery

Mastery is a long-term progression system with 3 paths — Psychic Power (Control), Fist Strength (Damage) and Body Toughness (Defense) — and 75 stages each. Every stage pays Tokens and permanent Base TPM, and lets you pick one rolled bonus with a rarity tier from D to Z.

How It Works

  • Only one path is active at a time, and only the active path gives its bonuses. Your progress on the other paths is kept when you switch.
  • Each stage has up to 3 tasks: reach an amount of the path's stat, train a number of ticks in any area of that stat, and hold an amount of Time Alive (Stage 1 has no Time Alive task).
  • Each completed task pays Base TPM and Tokens. When all tasks are done the stage closes and you choose one bonus for it.
  • Every completed stage also gives +1.5% training gain.
  • Stages 51–75 pay the same rewards and bonus values as Stage 50, but their requirements keep growing.

Stage Requirements

Requirements for the path's own stat (Psychic Power, Fist Strength or Body Toughness). Shown every 5 stages.

  • Base TPM per task starts at 85.91B and grows 10% per stage up to Stage 50 (9.169T). Finishing the first 50 stages of one path gives about 300T Base TPM.
  • Tokens per task are a share of what your current TPM would make in a full day: 1.5% at Stage 1, growing 2% per stage up to 3.96% at Stage 50.
  • Time Alive grows 30 minutes per stage up to Stage 50 (25h), then 45 minutes per stage (43h 45m at Stage 75).
StageStat RequiredTraining TicksTime AliveBase TPM per taskTokens per task
11M2K85.917B1.50% of a day of TPM
51Qi4.5K2h 30m125.792B1.62% of a day of TPM
101Dc10K5h202.589B1.79% of a day of TPM
151Qid19.5K7h 30m326.271B1.98% of a day of TPM
20100Spd29.5K10h525.463B2.19% of a day of TPM
25500Nod40K12h 30m846.263B2.41% of a day of TPM
301DVg50K15h1.363T2.66% of a day of TPM
35500TVg60K17h 30m2.195T2.94% of a day of TPM
401QiVg70.5K20h3.535T3.25% of a day of TPM
45100SxVg76K22h 30m5.693T3.59% of a day of TPM
50500SpVg80.5K25h9.169T3.96% of a day of TPM
55144.27OcVg88K28h 45m9.169T3.96% of a day of TPM
6041.63NoVg95.5K32h 30m9.169T3.96% of a day of TPM
6512.01Tg103K36h 15m9.169T3.96% of a day of TPM
703.47UTg110.5K40h9.169T3.96% of a day of TPM
751DTg118K43h 45m9.169T3.96% of a day of TPM

Milestones

PathStageReward
Fist Strength20IRONFIST — crit damage becomes ×3 (base is ×2)
Fist Strength30HAMMER — unlocks the Hammer skill (only usable while you are on the FS path)
Psychic Power15MINDBREAKER — -20% stat requirement for Soul Reap and Shapeshift
Body Toughness5Training zone damage -10%
Body Toughness15UNBROKEN — survive a lethal hit once every 5 minutes
Body Toughness20Training zone damage -15% more (-25% total)
Body Toughness30SHIELD — raise a dome that shields your squad and allies
Body Toughness50Training zone damage -50% more (-75% total)

Bonus Options

When a stage closes you pick ONE of the path's options. The value you get is the stage's base value multiplied by the tier you rolled. Base values grow every stage up to Stage 50.

PathOptionBase at Stage 1Base at Stage 50+What it does
Fist StrengthCrit Chance0.2%0.8%Chance for each hit to crit (×2 damage, ×3 with IRONFIST). Works on players and NPCs.
Fist StrengthCrit Damage0.1x0.35xAdded on top of your crit multiplier.
Fist StrengthR Damage0.5%2%Your R fireball deals more damage.
Psychic PowerSkill Range0.5%2%Your Psychic skills reach further.
Psychic PowerSkill Damage0.5%2%Your B blast and the Death Ball deal more damage to players.
Psychic PowerLess Req — Soul Reap0.2%0.7%Lowers the Soul Reap requirement (normally 1000× the target's Psychic Power). Caps at 90% total.
Psychic PowerLess Req — Shapeshift0.2%0.7%Lowers Shapeshift's stat requirement. Caps at 90% total.
Body ToughnessMax Health0.75%3%Raises your max HP.
Body ToughnessDamage Reduction0.08%0.34%Less damage from other players' punches and skills. Caps at 80% total.
Body ToughnessReflect Passive0.05%0.2%When a stronger player punches you, hits have a chance to bounce this % of the damage back. Only works while their Fist Strength is above your Body Toughness, up to 10× it.

Tiers

Every option on the table rolls its own tier, and then a random value inside that tier's range.

TierChanceValue Multiplier
D76.25%×0.19 – ×0.40
C13.33%×0.36 – ×0.75
B6.67%×0.53 – ×1.10
A3.33%×0.82 – ×1.70
S0.33% (1 in 300)×1.25 – ×2.60
SS1 in 1,500×2.02 – ×4.20
SSS1 in 6,000×3.12 – ×6.50
Z1 in 30,000×4.80 – ×10

Rerolls & Auto Roll

  • Rerolls are not bought — you earn them by training: every 10 training ticks in an area of your active path's stat = 1 reroll.
  • Rerolls are counted per path. Switching path switches to that path's own reroll balance.
  • Auto Roll keeps rolling for you (about one roll every 0.36s) until the table shows what you asked for, you run out of rerolls, or you press STOP.
  • Stop at Tier: choose the tiers you want (for example SSS and Z).
  • On Option: optionally choose which options count, so it only stops when the tier lands on one of them. You can also set a minimum value.
  • Auto Claim collects finished tasks for you. Your Auto Roll filters and both toggles are saved when you rejoin.

Resetting Choices

  • Reset All Choices costs 1Sp Tokens.
  • Resetting the choice of a single stage is a Robux purchase.
Community content is available under CC-BY-SA unless otherwise noted.