GW2 List of Mastery Abilities from Closed Beta

An updated list of Mastery Abilities from Heart of Thorns closed beta.


Special thanks to Dimix Sqoma for sending the screenshots. Detailed screenies are taken from MrIgnavia on reddit.

Changes from the previous Mastery Ability list (press demo)

  • There is now a new interface for Mastery abilities and the Mastery points for each category have been reduced.
  • Exalted Lore and Gliding lines have been reworked


Heart of Maguuma

Exalted Lore

Mastery Pts Mastery Ability Ability Description
1 Exalted Markings Gain knowledge to read Exalted markings. You can now decipher their words and gain access to secrets of their civilization
1 Exalted Acceptance Gain the trust of the strange and mysterious Exalted, giving you access to their services in the Forgotten City.
2 Fine-Ore Gathering The Exalted have taught you to methodically remove rare materials from ore in Auric Basin, giving you a chance to get [] while you’re mining.
3 Exalted Honing Learn how to pierce through tough bark, making some of the previously invulnerable Mordrem now weak to your attacks.
5 Maguuma Springs The Exalted have taught you to use spring found throughout the jungle to cure your ailments and receive beneficial effects.
10 Exalted Purification You’ve become honored among the Exalted. You can now challenge their champion each day and unlock their finest treasures within the Forgotten City.

Itzel Lore

Mastery Pts Mastery Ability Ability Description
1 Itzel Language The spry Itzel speak a very different dialect from the hylek of old Tyria. Through trial and error you learn to communicate, marking the first steps towards earning their trust. This opens up vendors and trade with the Itzel.
1 Itzel Writing You discover the glyphs and pictographs you’ve seen around the Heart of Maguuma are the Itzel tribe’s written language. With practice and conversations, you’ve learned to decipher them and discover the hidden treasures they conceal.
2 Itzel Herbicides The Itzel have taught you to use the various extracts around Maguuma to create poisons. These poisons allow you to deal bonus damage against poisoned or burning Mordrem.
3 Itzel Leadership Through careful study of the Itzel language and society, you’ve earned the right to challenge their champion and claim rewards in Verdant Brink.
5 Itzel Hunting Through dedicated teaching, the Itzel train you how to take special trophies from foes in Maguuma, unlocking rare collections.
10 Itzel Stalking The Itzel teach you how to operate their harpoon cannons scattered throughout Maguuma, letting you pull wyverns down to your level to hunt.

Nuhoch Lore

Mastery Pts Mastery Ability Ability Description
1 Nuhoch Language The brutish Nuhoch tribe’s language is a difficult series of tones, but with some practice you learn to communicate. You are able to trade and converse with the bullish Nuhoch tribe members now.
1 Nuhoch Proving The Nuhoch tribe give gifts based on trials of strength. Unlocking the mastery of proving gives you the right to enter the trials.
2 Nuhoch Energies The Nuhoch tribe teach you the ways of surviving chak energy. By absorbing a powerful chak energy discharge, you’re available to create orbs that you and others with this ability can use to break through impenetrable champion chak energy shields.
3 Nuhoch Alchemy Masterful fighters rely not only on brute strength, but also tactics. The Nuhoch train you to remove the chak’s powerful acid with your healing skill.
5 Nuhoch Trail Signs Master the art of reading Nuhoch trail signs, allowing you to gater information in the field. The Nuhoch trail signs reveal that which was hidden before.
10 Wyvern Defiance The Nuhochs have taught you to stand in defiance of the wyverns. They can no longer knock you down with their wing buffets.

Mushroom Lore

Mastery Pts Mastery Ability Ability Description
1 Bouncing Mushroom Learn how to land precisely and use the bouncing mushrooms found around the Hearts of Maguuma to get to places previously impossible to reach.
1 Master Forager With training, you’ve learned to spot the mushrooms in the Heart of Maguuma even faster. They’re now more visible on your map.
2 Blazing Speed Mushrooms With stomach training, you can ingest the speed-increasing mushrooms found scatted in the Heart of Maguuma. Run at blazing speeds with the help of nature!
3 Adrenal Mushrooms Learning to eat the mushrooms tweaks your adrenal glands, giving you a surge of adrenaline and instantly refreshing your skills.
5 Recovery Mushrooms Gain the ability to consume these multifaceted healing mushrooms, healing you instantly and curing some conditions.
10 Massive Bouncing Mushrooms After much practice and core strength training, you can use massive bouncing mushrooms to fly even further through the air.


Mastery Pts Mastery Ability Ability Description
1 Gliding Basics Gain access to the glider so that you can glide like a squirrel across the highest point of the Heart of Thorns
1 Updraft Use Improved design to your glider handles and slits in the wings let you confidently fly into updrafts, allowing a boost to your flight height and the ability to travel to never-before-reachable locations
2 Lean In With practice, you’ve perfected your flying style. You can now lean forward and increase your airspeed at the cost of endurance.
3 Downdraft Avoidance You learn to bind the wings of your glider with stronger straps, allowing you to fly through downdrafts without being blown out of the air!
5 Lean Back Find deep core strength after many flights, you’ve learned to maintain flight while tilting backwards and stalling in midair. You’ve also learned to land without noise go gain temporary invisibility on landing.
10 Gliding Mastery You and your glider fly as one. Outside of leaning abilities, you’re able to fly without endurance cost.

Pact Tyria

Fractal Attunement Mastery

Mastery Pts Mastery Ability Ability Description
1 Follows Advice Details are obscured by the Mists
2 Agony Channeler Details are obscured by the Mists
3 Mistlock Singularities Details are obscured by the Mists
5 Recursive Resourcing Details are obscured by the Mists
8 Essential Singularities Details are obscured by the Mists
13 Hyperactive Singularities Details are obscured by the Mists

Legendary Precursor Crafting Mastery

Mastery Pts Mastery Ability Ability Description
1 Revered Antiquarian Grants Access to the First Tier of Precursor Collections
4 Magister of Legends Contributes to the Second Tier of Precursor Collections
5 Historian of the Armaments Contributes to the Third Tier of Precursor Collections
10 Scholar of Maguuma’s Secrets Grants acces to Heart of Maguuma Precursor Collections

By Dulfy

MMO guide writer and blogger. Currently playing and covering SWTOR, GW2, and TSW.

48 replies on “GW2 List of Mastery Abilities from Closed Beta”

the legendary precursor worries me,so we have to collection precursors now :(,welp just got Kudzu’s pre so 1/a lot 😀

You unlock a collection with loads of various junk including non item things, which rewards you with a BoP precursor.
Although there could be a collection: Get all Precursors.
Just for fun but not what is connected to mastery points.

If everyone can craft his own Legendary Precursor , I think the TP price of Precursor will be lower. so unless you want to make a Legendary now , no reason for collect precursors now. maybe even sell them all when the price still good.

The only reason you may want to get more than one Precursor is the Twice-Told Legend achievement.

Those collections are not for collecting precursors. They are for *creating* precursors. There will be a collection for each precursor. Finishing the collection gives you the associated precursor.

Frog Languages, Bouncing Shrooms and Gliding … damn this game is gonna fun to play when you’re high (✿◠‿◠)

The one regret I have from not getting into beta is not knowing what items will be required for those damn collections. We all know there’s profit to be made in there.

But maybe the items in the collections to get them won’t be, which is what Raz is getting at. So he can horde existing ones and manipulate the market.

What I remember is reading somewhere that the precursor can be sold. But you can only craft one (or one of each type? ) per account.

Revenant mace auto attack applies 3-4 seconds of poison and skill 2 is an AoE burn.

Engi, Necro, Ranger and Thief can all poison.
Engi, Warrior, Ranger, Guardian and Elementalist can all burn.

All classes can do it if they build for it.

my guess is that poison will be covered with the homebrewn itzel poisons that unlock at that mastery tier as well. otherwise mesmers with their random conditions and warrior who only got burn on bow would be screwed a bit. all other classes should be fine anyway.

hm so if we get a mastery point every lvl, then maxing out the tracks wont actually be that long? o.O
Or are mastery points not one per lvl?

not a mastery point per level. What happens (as of last nights beta) is you activate a mastery track and your exp points goes into that. When its full, you can then spend a mastery point to “claim” that track. You get the points from completing the first story section, mastery points in the world (work like current skill points) things like that. Some of the tracks say 1/10. or things like that. While I didnt get to that point, my guess is that you fill the bar and then spend your point, fill -> spend -> fill -> spend etc. but this relies on the fact that you have claimed mastery points from various content. It seems that if you dont have any mastery points, you can still fill bars, but you cant claim that particular line, until you spend your mastery point. If you dont spend the mastery point to claim that line or you dont change which line you are training, then any additional exp you gain from events or killing stuff after you have filled your currently activated mastery line gets lost in the “mists”

i thought the skill points including their challenges are made into points for skills/traits/specialisations and the experiencebar transforms into masterybar. so, a level equals a masterypoint after hitting lvl80, but no additional skillpoints each level.

2 different things. at least thats how i understood it.

no you are right on the skill point part. I was just saying that there were some mastery points in the verdant brink sitting in the world like current skill points sit in the world. You go up to them, channel for a minute and gain a mastery.

The mastery track thing though, was something I specifically payed attention to because a guildie asked me to. You didnt gain a mastery point when you filled your exp bar, you gained the ability to spend a mastery point when your xp bar was filled. So the progression was like this (as I remember). if you didnt activate a mastery track, your exp bar didnt budge. Activating a mastery track (costs nothing) dumps xp gained into that track. When the track is complete, xp gained stops going anywhere because that line is full. You open your mastery panel and use a mastery point gained through some sort of completion to essentially claim that track completion. you can then continue with that mastery category or change to a different category (like going from gliding to mushrooms)

so we will just lose exp if we dont immediately spend the point? hope it isnt like that at all. question though. you think that we will get any extra points for already having, say, world completion done? cause if you could normally get the points from doing that kind of thing, doesnt seem fair to limit a toon cause you played a lot.

1) at this point, that is how it functioned. I allowed a mastery track to max out and then did a little more stuff before spending the mastery point on that track. When I did, the next mastery track began at 0. So, xp was wasted. Now, I should have thought to test this at the time, but it appeared as though you could max out a line in each of the listed mastery tracks without spending points (if you didnt have them). So, you could max out 1 gliding line, then swap to mushrooms an max one there, then change to exalted and add one there etc. but if you maxed a line in everything without having a mastery point to spend, then you would be stuck. I mentioned this is my feedback post on the forums. I understand not allowing xp to stack up in the mechanic they are trying to create, but suggested a buffer of about 10% of a level to cover the end of an event. But do read my other response below. Dont confuse mastery points with the mastery xp bar. You can have a large pile of mastery points to spend, but you can only actually spend a point after you fill the xp bar.

2)Yes. They already said that current content will provide mastery points such as map completions in individual maps and that if you have already completed that content, you would see those mastery points the ay of release. I could also see (though its unconfirmed) some mini dungeons and champs that previously gave traits to retroactively give a mastery point on release. however, since the masteries are divided into new and old tyria, you wont be able to spend any of those in gliding or mushrooms. You will also need to spend time in old tyria to max out the mastery line in order to spend the points you have amassed.

You have to fill the bar THEN spend the mastery point? I was expecting the other way around. This order seems a bit strange.

yea, the order does seem a little awkward and I expected exactly the same thing going into the beta. But if you think about it, this would mean that you can progress a track while lacking mastery points, or, put differently, you can progress a track while working on getting the next point. At the beginning this wont be a big deal since there are a couple points right as you go into the new area, but we dont know how many will be needed in total or how much their difficulty will progressively increase. We do know that having some masteries unlocked will be necessary to even obtain some of the other mastery points.

ah, so currently we can’t gather points then decide how to spend later =(
are there 2 tracks active at the same time? (one for when you’re in HoT, other when you’re in old tyria)

No, you can gather up points all you want at the end of the beta, I still had 2 unspent mastery points waiting for my mastery track progression to fill. its just that you have to fill the bar before you spend a point, so you cant stockpile and buy multiple lines in the same category at once.

Now, I didnt test this, but it looked as though you would be able to fill up a line in gliding and one in mushrooms and one in itzel lore etc without spending any mastery points, you just wouldnt get the benefits of those lines OR be able to progress that category further until you spend points.

For the second question, yes, it appeared to be (and is what they explained somewhere I forget where) that you had 2 lines active at once. One for new and one for old tyria. I had precursor crafting as well as mushrooms active at the end of the beta. Of course, precursor crafting never progressed. (though I dont know if it would have if I had farmed mobs in silverwastes. I might have to try that next time).

So, because these are different, things we can keep in mind. There is absolutely no way to farm mastery points now for masteries in the jungle. However, we know that things like map completion will give mastery points (they stated this) for old tyria. These will be account based so completion of, say, the lions arch map on 2 characters will only ever give the one mastery point. But we wont be able to actually spend these points without progressing the mastery xp bar. So while we can stockpile points, we wont be able to claim huge amounts of masteries on day 1.

Thanks =D very informative. I was under the impression we only need to farm points then add them to w/e track to lvl them up, but I guess they added in the filling of mastery track so we couldn’t max out so quickly. (and more people actually doing events)
Sounds promising

“I was under the impression we only need to farm points then add them to w/e track to lvl them up” this was the case in the very first stress test and in the demos. I think this was the case because in the stress test what they were doing (but didnt tell people) was actually testing the new condition stack system besides having a very limited gameplay area. Because of this, they wanted to get lots of people into the wyvern fight without worrying about masteries so they turned off the bar filling system. Same with the demos, but they turned it off there because people only got 30 minutes.

Honestly, its still a little clunky between the semantics being used and the way the UI is set up, but the basic mechanic is sound.

So in other words a lot more grinding I suppose? Hmmm…I really want to be excited for the xpac, but I’m not so sure.

So most of these “masteries” are just glorified keys to unlocking basic game mechanics, and passive buffs with shoehorned necessity (like agony).

I thought this was supposed to be their solution to character advancement without resorting to new level caps and equipment tiers. There’s nothing here that actually advances the character, these don’t change the character in any way. They’re just installing a new door we have to walk through Spending points to get better mining results? That’s a mechanic that already exists on every other map, except instead of collecting and spending points all we have to do is buy a higher grade mining tool.

These aren’t character advancements, they’re just keys to new doors that lead to rehashed concepts.

I would like to read an example of what kind of character development you would like to see instead. Mind that this is a MMO and not a single player campaign, so the possebilitys for active character development are limited by design.

“They’re putting access restrictions on elements of the map and calling the unlocking of that access character advancement”

The problem you discribed can be applied to every game, in fact it is the very nature of games. Designed restrictions/rules you have to deal with in order to succeed.

Thing here is, if they would remove this mastery mechanic and make every new thing on those maps usable to begin with then this new content would get repetitive way faster, thus less “content”.
At least now you have a step by step advancemet, a goal, the feeling of sucess while experiencing the changes/improvements for your character in action while exploring the jungle.

I’ll give you an example. The mining mastery. Essentially all it does is give you a better chance of getting higher quality results from mining nodes in HoT.

But this is already a concept the game uses, in every other map, from day one of the game. Except all we had to do was buy higher grade mining tools. Now you have to go around collecting mastery points and then pump those points into mining. It’s exactly the same concept as before, but made more tedious.

They’re taking basic ideas–even ones that already exist in the game in less convoluted ways–and dressing them up with buzzwords to try to convince us that it’s actually progression instead of what they really are: lateral moves hidden behind a point wall.

These “advancements” are nothing more than superficial language. Even the ones that actually have an effect on how you play are just contextual passives that only matter in certain circumstances. They don’t make the character any more viable, and they don’t change the way you can play. They’re just pasting new names on old concepts we already have, making them more tedious, and they have the nerve to call them upgrades and expansions.

Even the most talked about example, gliding, is ultimately meaningless. What is gliding for, anyway, but getting to another area of the map? Same with the mushroom jumps. They’re just glorified elevators.

It doesn’t matter how nicely they paint the doors they’re putting up if what’s behind the doors is just the same stuff we’ve already seen for 3 years. There’s nothing new, here. It’s all just more and more forms of currency to buy more and more of the same. More pieces of keys to unlock more chests that you have to find with more shovels. More tokens you have to collect to turn in more for more tokens you have to collect turn in for more tokens, ad infinitum.

Every bit of hype about this expansion has been about upgrades, character advancement, and player customization and choices. But it’s all just buzzwords. The upgrades and character advancement are entirely lateral. And the player customization is actually being LESSENED by the new trait system, which removes options and leaves you with fewer choices.

It’s all marketing hype. They’re either delusional about the actual efficacy of their changes, or they’re just straight up lying to sell more copies.

Though a lot of your points seem to be a correct analysis, I’d you’re a bit too much on the “negative” side.
We don’t really expect a shitload of brand new revolutionary mechanics in the MMO-gaming industry, well, I don’t at least.
The Mastery System might truly be some artificial trick to expand the longevity of the content, they could as well cut it.
Anyway, I don’t think they deserve so much hate, sure it isn’t such an exciting addendum, but you diabolise it too much for what it is.
I’m a lot more concerned about the quality of the new maps, stories, events and elite speccs, than their new “exploration gagdet system”.
And I don’t think we can truly judge their content before we lay our hands on it, so please, drop the tinfoil hat, and relax …

the masteries will limit some content, but isnt everything in a game just different limits on content? I mean. You have to be level 35 to do AC explorable. Thats an artificial limit. Having level 80 mobs in a map right next to a level 15 map (silverwastes/brisban) is an artificial limit because of how level is factored. What I saw in the beta was a very high quality map with good events and good use of their gadget system. There was an event that anyone could participate in with 0 or more masteries. but having mushrooms and glider just at level 1 made you able to participate so much better. In just the 4 hours of beta I played I was able to get gliding 1, mushrooms 1 and be half way through another mastery line. Just unlocking the initial 1-2 levels of a couple masteries was enough to open up alot more playability and keep you busy in that part of the map for a while because of just how dense an complex the map was.

First off, perhaps you should talk about a real Mastery, and not some made up one…no where I have I seen a Mining Mastery as being even remotely suggested…and perhaps you should really learn about how the Mastery systems works before criticizing it…since it appears you’ve only glossed over the actual mechanics of it.

its true this is a bit disappointing in light of their talk of character advancement, but i dont think its going to be quite so bothersome. i think working to get in good with local tribes is a nice touch, and this system helps to ease you into the newer mechanics such as gliding, while also forcing you to get familiar with the region.

Your doors in hallway analogy reminds me of how Anet implemented the traits unlock, where they used to be unlocked automatically as one levelled up. I could kinda see how they tried to ‘improve’ content by getting me to run all over the world and into the Mists (kill the Overgrown Grub? No problem!). It was fun doing it on my 4th character (the first three were created before the trait unlock system). But repeating the same for 5th, 6th and 7th character was painful.

In principle, I don’t mind having to work towards unlocking certain abilities to enhance map exploration and play experience as character development. It probably will expand my experience of the game, make me do things I won’t otherwise try. And it beats finishing the expansion content in a few hours and feeling it’s not worth it. But I do hope the mastery system is going to be account wide.

On a somewhat unrelated note, I wish the expansion would include less intense maps where one can just run around enjoying the scenery, something like Timberline Falls. We need more of those R&R type maps. You know, where you’re not going to be crippled, poisoned, immobilized or tormented every other step by some random spiky carnivorous plant bits…

Officially stepping off the hype train and back to 10 sec daily logins for chests. This pittance of content is so shite……I don’t see how a board of devs can meet and actually move forward with some of this stuff.

We want NEW dungeons.
We want NEW fractals.
We want NEW challenging content/world bosses/guild raids or 10-15 man dungeons.
We want REWORKED current world bosses/dungeons with worthwhile drops.
We want worthwhile drops period.
We want MF to actually work.
We want progression AFTER lvl 80 (these mushroom and language ‘masteries’ are a joke, look at the d3 paragon system and draw ideas from that or something…)

I guess we are getting a new class and legendaries, but WE WANT NEWS on that!

what money? the B2P model ? you arent paying a subscription buddy, youre lucky arena net is even doing anything with gw2, they dont have to give us anything, we arent paying any sub for it, be glad were even getting anything

no u r wrong, most of gw2 gamers PAY…and its rly big cash for all that skins etc…and it can be more than sub per month, but ur right u dont have too, but i can say 90%ppl do it.

Every single thing your dumb ass listed is in the xpac. rofl Fuckin nerds on the internet. You’ll bitch about anything without doing the proper legwork before you open your mouth.

Please go read a book. AKA look at the feature list for the xpac. Not some tiny lifted mastery list from a restricted closed beta that had most of the features hidden/disabled.

@ Christopher : please go buy brain !!! your comment is so …. useless. Where do you see ‘new dungeon or new fractal’ ???

If we look at Anets past approach to introducing new systems into the game… they always begin by introducing the “bones” of the mechanic… let it play out for a while… tweak it… then begin adding deeper levels… refining at each step

I have been playing GW2 since the Beta Testing… and I have seen them do this consistently… The version of GW2 that first shipped was a very stripped back version… hardly any features… over the first year… We all watched them… shape it up… then they began with living story… megaserver… etc…

The game is so much more refined… polished… rewarding… and content rich now… than it was at the beginning… and at the brink of the first expansion it is set to become even more so… They have said clearly in the HOT promos… that the Mastery system will evolve over time… as will specializations… these are just the basic masteries that will get us started with the expansion…. and Im sure more and deeper systems will come in time…

I agree that these masteries are a far cry from what i was expecting… I thought some would be like this and some would expand my character in some unknown way… but tbh… with the new trait system… the separation of traits and stats… as well as the new elite specializations… Im sure we will feel like our character has evolved… I know my ele is getting some serious new abilities out of all this

I understand the criticisms… but i dont take such a dire view… this mechanic will bring a lot of changes to the game… I think if we give it some time… the team will deliver some very pleasant surprises… just a thought 🙂

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