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).
| Stage | Stat Required | Training Ticks | Time Alive | Base TPM per task | Tokens per task |
|---|---|---|---|---|---|
| 1 | 1M | 2K | — | 85.917B | 1.50% of a day of TPM |
| 5 | 1Qi | 4.5K | 2h 30m | 125.792B | 1.62% of a day of TPM |
| 10 | 1Dc | 10K | 5h | 202.589B | 1.79% of a day of TPM |
| 15 | 1Qid | 19.5K | 7h 30m | 326.271B | 1.98% of a day of TPM |
| 20 | 100Spd | 29.5K | 10h | 525.463B | 2.19% of a day of TPM |
| 25 | 500Nod | 40K | 12h 30m | 846.263B | 2.41% of a day of TPM |
| 30 | 1DVg | 50K | 15h | 1.363T | 2.66% of a day of TPM |
| 35 | 500TVg | 60K | 17h 30m | 2.195T | 2.94% of a day of TPM |
| 40 | 1QiVg | 70.5K | 20h | 3.535T | 3.25% of a day of TPM |
| 45 | 100SxVg | 76K | 22h 30m | 5.693T | 3.59% of a day of TPM |
| 50 | 500SpVg | 80.5K | 25h | 9.169T | 3.96% of a day of TPM |
| 55 | 144.27OcVg | 88K | 28h 45m | 9.169T | 3.96% of a day of TPM |
| 60 | 41.63NoVg | 95.5K | 32h 30m | 9.169T | 3.96% of a day of TPM |
| 65 | 12.01Tg | 103K | 36h 15m | 9.169T | 3.96% of a day of TPM |
| 70 | 3.47UTg | 110.5K | 40h | 9.169T | 3.96% of a day of TPM |
| 75 | 1DTg | 118K | 43h 45m | 9.169T | 3.96% of a day of TPM |
Milestones
| Path | Stage | Reward |
|---|---|---|
| Fist Strength | 20 | IRONFIST — crit damage becomes ×3 (base is ×2) |
| Fist Strength | 30 | HAMMER — unlocks the Hammer skill (only usable while you are on the FS path) |
| Psychic Power | 15 | MINDBREAKER — -20% stat requirement for Soul Reap and Shapeshift |
| Body Toughness | 5 | Training zone damage -10% |
| Body Toughness | 15 | UNBROKEN — survive a lethal hit once every 5 minutes |
| Body Toughness | 20 | Training zone damage -15% more (-25% total) |
| Body Toughness | 30 | SHIELD — raise a dome that shields your squad and allies |
| Body Toughness | 50 | Training 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.
| Path | Option | Base at Stage 1 | Base at Stage 50+ | What it does |
|---|---|---|---|---|
| Fist Strength | Crit Chance | 0.2% | 0.8% | Chance for each hit to crit (×2 damage, ×3 with IRONFIST). Works on players and NPCs. |
| Fist Strength | Crit Damage | 0.1x | 0.35x | Added on top of your crit multiplier. |
| Fist Strength | R Damage | 0.5% | 2% | Your R fireball deals more damage. |
| Psychic Power | Skill Range | 0.5% | 2% | Your Psychic skills reach further. |
| Psychic Power | Skill Damage | 0.5% | 2% | Your B blast and the Death Ball deal more damage to players. |
| Psychic Power | Less Req — Soul Reap | 0.2% | 0.7% | Lowers the Soul Reap requirement (normally 1000× the target's Psychic Power). Caps at 90% total. |
| Psychic Power | Less Req — Shapeshift | 0.2% | 0.7% | Lowers Shapeshift's stat requirement. Caps at 90% total. |
| Body Toughness | Max Health | 0.75% | 3% | Raises your max HP. |
| Body Toughness | Damage Reduction | 0.08% | 0.34% | Less damage from other players' punches and skills. Caps at 80% total. |
| Body Toughness | Reflect Passive | 0.05% | 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.
| Tier | Chance | Value Multiplier |
|---|---|---|
| D | 76.25% | ×0.19 – ×0.40 |
| C | 13.33% | ×0.36 – ×0.75 |
| B | 6.67% | ×0.53 – ×1.10 |
| A | 3.33% | ×0.82 – ×1.70 |
| S | 0.33% (1 in 300) | ×1.25 – ×2.60 |
| SS | 1 in 1,500 | ×2.02 – ×4.20 |
| SSS | 1 in 6,000 | ×3.12 – ×6.50 |
| Z | 1 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.
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