- Specialization is a type of node (or in other words skill) located in the destiny board
- Every specialization node level helps the player progressing in the game
- All the nodes except Adventurer and Reaver nodes will end up in a specialization eventualy as the player progresses
- Adventurer, and Reaver nodes are very different. Those are the main lines of the player's destiny board
- All specialization nodes can be leveled up with earning Fame. Namely:
- Tome of Insight can be used to earn Combat Fame without actualy doing combat
- Gathering Tomes can be used to earn Fame without actualy gathering
- Currently there is no Fishing, Refining, and Crafting tomes that increase their specialization nodes
- ... is independent of other specialisation nodes , but can restricted by
- ... is dependent on player activity
- ... is directly dependent on consumed tomes quantity, and Tier
- ... is dependent on account status - Premium account earns more Fame disregarding activity, and the tome mechanic
- ... can only be a certain value, with the exception of Premium, and the amount is not necessary an integer, but the specialization will only ever gain an integer value
- All the specialization nodes in the destiny board will provide the player the necessary information regardless of the tome mechanic
- All specializations under Trainee Farmer node, more specificly the ones under masteries of:
Mastery vs Specialization
All Mastery nodes will end up in specialization nodes as the player progresses. Mastery is also called tree of Spec. Each specialization node is part of a collection of specialization nodes under a single mastery.
- Spaceialization nodes provide Specialization points
- Specialization points are used to differentiate given specialization node level effects in given contexts
- Specialization node level matters, because the provided points are directly proportional to the node's level
- People often use the term point to describe the nodes level
Fame for Specialization node levels, and therefore Specialization points are obtained by creating items, gathering resources or using specific pieces of gear. Unlike Mastery points, specialization points are specific to an item or node (e.g Great Frost Staff Combat Specialist or Poison Brewer) instead of a general tree, such as Frost Mage or Alchemist. The general tree in these two cases are the respective masteries.
Production specialization points are obtained by crafting, or refining. Each specialization point provides a +30 bonus to focus efficiency, while crafting, or refining under the same Mastery, and +250 focus efficiency when crafting, or refining a specific product.
Basicaly: Gathering specialization points are obtained by gathering resources of the same Tier as the specialization level. Each gathering specialization increases gathering yield by 0.5%, gathering speed modifier by 0.5, and +0.2 item power for the Gathering Gear of that node's tier - except fishing.
- Gathering specializations are about gathering basic resources in the wilderness, and fishing
- These specializations are maxing out at level 100
- All gathering specialization node grants faster(speed), and more efficient(yield) gathering, or fishing as the player progresses
- The player can progress fishing specialization by catching fish
- Fishing gathering gear can be equiped regardless of specialization nodes - it is depending on Fisherman mastery
The single specialization node (Fishing Specialist) will grant the following benefits for each level:
- All fishing gear is granted 2,5 ip (it is 250 ip on level 100)
- Additional fishing speed 0,35% (it is 35% on level 100) - less waiting to fish
- Additional fishing yield 0,35% (it is 35% on level 100) - chance of double catch
- Unlocking one chain of specialization nodes will unlock the gatherability of one of the five type of resources (hide,log,ore,fiber,stone)
- Unlocking the next node in one chain of specialization nodes will unlock the next tier of resource to be gathered, and the next tier of gathering gear to be equipped
- Tier one resources are tutorial resources - you can drop them, and destroy them
- Resources under tier 4 (tier2, and tier3) have got no respective specialization nodes:
- The player can not directly increase gathering yield and speed via destiny board nodes for gathering resources under tier 4
- There is no gathering gear under tier 4
- Tier 4 and higher tier gears will affect all the lower tier resources gathering yield
- Each new tier of resources is represented by the level 1 specialization node of the respective chain
- Regardless of the highest specialization node, the player can progress by harvesting at least the tier two resource until the tier 8 node is unlcoked
- The first level of each gathering specialization takes much greater effort to achieve
- All the other levels of each gathering specialization can be progressed by gathering the respective tier resource the node is about
- Each specialization node can be leveled up regardless of the equipment used(The player can even keep the tools in its inventory, instead of equipping them)
- Alternatively the player can use Gathering Tomes instead of gathering
- Each gathering equipment the player is wearing while gathering will not directly contribute fame towards any gathering progression
- Bonus gathering yield in the gathering equipment will contribute double the fame amount by chance for each charge the player is gathering
- Earned gathering fame can be increased by gathering uncommon(2x), rare(4x), exceptional(8x), or pristine(16x) resources(the glowing ones)
Each basic resource specialization node will grant the following bonuses from tier 4 and above:
- 10 additional item power for all gathering gear of the respective resource type - the first time the specialization is unlcoked(example in gallery)
- 0,2 additional item power for all gathering gear of the respective resource type - for each node level
- 1,5 additional item power for all gathering gear of the respective resource type, and tier of resource - for each node level
- Each node on level 100 will grant 30 item power bonus(=10 + 20 ip) for all gathering gear of the respective resource type
- Each node on level 100 will grant a total of 180 item power bonus(=30 + 150 ip) for all gathering gear of the respective resource type, and tier of resource
- All the nodes of a node chain on level 100 will grant a total of 300 item power bonus(=150 + 30 + 30 + 30 + 30 + 30 ip) for any gathering gear currently equipped of the respective resource type
- 0,5% additional gathering yield (chance of double resource) of the respective resource type, and tier of resource - for each node level(it is 50% on level 100)
- 0,5% additional gathering speed (less waiting while gathering) of the respective resource type, and tier of resource - for each node level(it is 50% on level 100)
Weapon, and Armor Specializations
- Weapon and armor specializations are about fighting
- Each fighting equipment has got its own specialization
- Each node will provide bonus item power to its equipment based on the nodes level
- Each node can be leveled up using the equipment in combat the specialization is about
- All specialization nodes apply their effect on tier 4 and stronger equipment
- The player can not use tier 3, or lower equipment to level up specializations
- The player can only kill tier 3 and stronger mobs to level such specialization node up
- The player can kill other player to level such specialization node up(knock down does not count)
- These specializations maximum level is 120
- There is 100 levels to pass the traditional way, then the additional 20 level costs silver
- Off-hand are said to be the cheapest to level up from 100, to 120, and weapons are the most expansive.
- The total silver cost can reach up to 16 million from level 100 to 120
- Each equipment the player is wearing while fighting will contribute combat fame to the equipment's own specialization node
- Each equipment will contribute the same amount of Combat Fame regardless of how many equipment the player is wearing while fighting
- There is no combat fame division between the equipment - even when using Tome of Insight instead of doing fighting - all the respective specialization node will gain the full amount of combat fame
- Each specialization level gives two types of bonuses.
- The first bonus gives +2 ip (item power) for the equipment using that specialization node - lets call it unique bonus for now
- The unique bonus is directly proportional to the node's level
- The unique bonus can not be different for each specialization - It is always 2
- Each specialization's unique bonus does not count when the respective equipment is used from the respective mastery - Only one unique bonus applies depending on specialization, not depending on mastery
- The mutual bonus is directly proportional to the node's level
- The mutual bonus can be different for each specialization - It is not always the same value
- Each specialization's mutual bonus does count when the respective equipment is used from the respective mastery - It adds up
- The mutual bonus is further explained in the following table
Note - Although for each combat specialization the description in the destiny board tells that it is actualy +2 Specialization Bonus added to Item Power, it can easily be assumed that the specialization points added are one in one Item Power points.
Higher mutual item power bonus counts when:
- When a player has done all the specialization to the maximum level, and the tiny mutual bonus of each specialization adds up into one big bonus of the mastery
- When a player is leveling up all the specializations one by one from the same tree (Mastery), and the one equipment before the other has been providing more item power to help the leveling up (on the go)
- ebdbco stands for equipment by destiny board card order
- A destiny board card looks like in the pictures down below in the Gallery
- armor is refering to the equipable items of head, torso, and feet slots
- weapons is refering to the equipable items of main-hand, and two-hand slots
- off-hand is refering to the equipable items of the off-hand slot
Note - other parts of the wiki may refer to normal equipment, or normal gear for simple equipment
Summary, and conclusion
- Armor masteries have got 9 specializations
- Weapon masteries have got 7 specializations
- Off-hand masteries have got 5 specializations
- Armor specializations provide 320 total bonus ip (=200 + 120 ip)
- Weapon specializations provide 300 total bonus ip (=200 + 100 ip)
- Off-hand specializations provide 300 total bonus ip (=200 + 100 ip)
- Mastery level of 100, and all of it's specializations on level 100 will provide a total of 320, or 340 Item Power(=20 + 300, or 20 + 320 ip).
- Leveling up to level 120 all specializations for each Mastery provides different bonus Item Power
- Armor specializations provide 384 total bonus ip (=240 + 144 ip)
- Weapon specializations provide 360 total bonus ip (=240 + 120 ip)
- Off-hand specializations provide 360 total bonus ip (=240 + 120 ip)
- Mastery level of 100, and all of it's specializations on level 120 will provide a total of 380, or 404 Item Power(=20 + 360, or 20 + 384 ip).
- The first off-hand equipments are scaling better due to their innate mutual bonus. It is 6 times as high as the other off-hand equipments. namely:
For example if you use Galatine Pair and reach 100/120 specialization with it, the specialization will provide 200 + ten additional item power to all Galatine Pair you use, and ten additional item power to all the other swords.
However if you use Broadsword instead, the 100/120 specialization node will provide 200 + twenty additional ip for all Broadsword you use, and twenty additional ip to all the other swords.
Main-hand weapon specializations
Due to the scaling it is somewhat important to know - for a new player - what specialization to choose in case of power leveling.
- Main-hand, and off-hand equipments are better choice compared to using two-handed equipments.
Main-hand weapons that you can master while you can also master off-hand equipment.
- Main-hand weapons related to Journeyman Warrior node
- Sword Fighter s1, a1
- Axe Fighter s1
- Mace Fighter s1, a1, a2
- Hammer Fighter s1
- Crossbow Fighter s3
- War Glove Fighter none
- Main-hand weapons related to Journeyman Hunter node
- Quarterstaff Fighter none
- Dagger Fighter s1, a1, a2
- Nature Staff Fighter s1, a1, g
- Spear Fighter s1, a1, g
- Bow Fighter none
- Main-hand weapons related to Journeyman Mage node
- The mastery's name
- Then the main-hand slot equipments short signature - see the example below in the gallery
- s1 - stands for simple one - according to destiny board cards the first equipment
- s2 - simple two - according to destiny board cards the second equipment
- s3 - third simple equipment
- r - royal equipment
- a1 - artifact one - according to destiny board cards the first equipment made out of artifacts
- a2 - second artifact equipment
- a3 - third artifact equipment
- m - stands for mists - the equipment craftable using materials of the mists game mechanic
- g - stands for gold - the avalonian equipment
- none - stands for all the weapon in the mastery are two-handed
*Note - there is no misty or royal main-hand weapons existent in the game
*Note - the pictures in the gallery are not showing main-hand weapon specialization. Those are purely there for showing the naming convention of the legend.
Summary, and conclusion
- The player can earn more specialization node level, and even more total bonus item power for the same Combat Fame earned with one additional equipped item (using main-hand weapon with an off-hand one) compared to with two-handed weapons.
- The same principle applies when the player uses Tome of Insight.
For example: A new player has leveled up Galatine Pair(a two-handed weapon) to level 100. It's mutual item power bonus will affect all the other swords by 10 points. Meanwhile another new player has leveled up two items to level 100: a dagger as a main-hand weapon, and a torch as an off-hand weapon. The mutual ip bonus of the dagger, and the torch specialization node will affect all the other daggers by 20 points, and all the other off-hand-wield hunter weapons by 60 points. 80 compared to 10 is 8 times faster scaling. The second new player is scaling faster 8 times the other in terms of mutual item power bonus.
Note - Even though the mutual bonus adds more bonus to item power in case of simple equipment, it is worth mentioning that other item power bonuses affect the other (not simple) equipment from other innate sources more advantageous on the long run - Especialy at the end of all nodes maxing out. The statement above was purely indicating a scaling advantage, not a final one
|In the following two pictures you can see a naming convention that the legends were using to the tables:|
|In the following two pictures it can be seen that before unlocking the Expert fiber Harvester specialization node, the destiny board card explicitly describing +10 item power bonus "per level" (=for each level), however it can be easily assumed that this reward is granted for the first unlocked level, because the same specialization node unlocked contains a different value - as it can be seen in the two pictures below:|
|These are an outdated example of how a 100/100 Spec looks like:|