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More about Trimps:
Exploration: Helium UniverseRadon UniverseMapsUnique mapsUnlocksImpsStoryLoot
Basic Information: Trimp (species)ResourcesStructuresJobsUpgradesEquipmentSettingsCombat
Long-term Gameplay: Helium/RadonPerksHeirloomsFormationsMasteryAchievementsLiquificationFluffy/Scruffy
Gameplay Changes: PortalChallengesVoid MapsChallenge²Player's Spire
Anomalies: Broken PlanetCorruptionSpireMagmaEmpowerments of NatureObsidian
Other Useful Info: GuidesCalculatorsChangelog
Mastery is a new mechanic that is permanently unlocked once the player reaches zone 181 for the first time. It allows the player to spend Dark Essence, a new currency gained by using the Scryer formation, on various new upgrades.

Introduction Edit

When the player reaches zone 181 for the first time, two new permanent things are unlocked: a Mastery tab in the Buildings/Jobs/etc. panel, and a Scryer formation, which will then always unlock after the player breaks the planet.

The Scryer formation allows the player to find Dark Essence, a new currency used in purchasing Masteries.The formation provides a 3% chance to drop Dark Essence per each cell in the world. The formation must be enabled for the entire duration of the fight for it to be active.

Dark Essence can only be found in zone 181 or higher. Below that, the Scryer formation can be used to double loot from enemies.

OverviewEdit

Mastery table

Complete Mastery Table as of v5.3

Masteries are a system similar to perks, but made up of things that typically wouldn't make for good perks. The base cost for the first one is 10 Dark Essence, and increases by 3x each time a Mastery is bought. After 25 Masteries have been bought, the scaling cost increases from 3x to 6x.

There are currently 60 Masteries in total. At the beginning, only the first row (6 Masteries) is unlocked. To unlock the second row, 2 Masteries must be purchased from the first row. The unlock process resembles a pyramid, with one fewer mastery being available in each row than in the row before, until the row is complete. So the unlock process pattern is 1, 2, 2-1, 3-1, 3-2, 3-2-1, 4-2-1, 4-3-2, 4-3-2-1, etc.

This ensures that the higher-tier Masteries are bought last, and that the earliest rows are eventually all completely purchased.


Some Masteries appear multiple times, in different tiers - for example, Headstart I, II and III. These Masteries will always be in the same column.

For the price of 20 Bones, all purchased Masteries can be reset and the spent Dark Essence retrieved by pressing the Respec button in top right.

By holding the CTRL key on the keyboard, the player can purchase all Masteries of a certain Tier (if the player has enough Dark Essence).

List of Masteries Edit

Tier 1 Edit

  • Portal Generator - Unlock Portal immediately after clearing Z20. (Also grants the 45 He.)
  • Bionic Magnet I - Automatically pick up each level of Bionic Wonderland (BW) as you pass a BW zone. Will not work if you have already missed any BWs this run, or if you reach a zone higher than any BW you have ever cleared before. In addition, give all current and future copies of Bionic Wonderland the 'Fast Attacks' special modifier.
  • Turkimp Tamer I - Increases the chance of finding a Turkimp by 33%, the bonus time from each Turkimp by 5 minutes, and increases the time cap by 10 minutes.
  • Home Detector - Unlock Mansion, Hotel, Nursery, Resort, Gateway, Wormhole and Collector automatically when passing the zone they drop at.
  • Bounty Hunter - Unlock Bounty after clearing Z15.
  • Explorer Aura I - Automatically picks up SpeedExplorer books when you pass their zone.

Tier 2 Edit

  • Void Power I - Your Trimps gain 15% attack and health inside Void Maps.
  • Metallic Coat - Reduce the amount of enemy damage that can pierce block by 25%.
  • Heirnuum I - You can spend an extra 10% of your Nu on your Heirlooms, bringing the total to 60%.
  • Herbalist - Your Trimps learn to harvest special Herbs while collecting Food! Increases Trimp Attack by a number based on your total stored food. Grants +30% Attack at 10.0Sp Food, or +300% at 10Dog.
  • Headstart I - Corruption begins 5 levels earlier, at zone 176. Note: Does not affect Dark Essence drops.
  • Scryhard I - When fighting Corrupted (or Healthy) cells in Scryer Formation, grants 50% more Dark Essence and doubles your attack.

Tier 3 Edit

  • Void Power II - Your Trimps gain an additional 20% attack and health inside Void Maps.
  • Map Reducer I - Reduces the starting point of the Low Map Level Loot Penalty by 1 level. This allows you to earn the same amount of loot by doing a map at your current world number, or at your current world number minus 1.
  • King of Bones I - Double the chance for a Megaskeletimp to appear instead of a Skeletimp. (10% => 20%).
  • Safe Mapping - Your Trimps gain +100% health in maps.
  • Headstart II - Corruption begins an additional 10 levels earlier, at zone 166. Note: Does not affect Dark Essence drops.
  • Legs for Days - Gain +50% attack when running a Daily Challenge.

Tier 4 Edit

  • Hyperspeed I - Reduce the time in between fights and attacks by 100ms. See Combat for how this is calculated.
  • Blacksmithery I - each cleared Zone through 50% of your highest zone reached will drop all available equipment prestiges from maps.
  • Turkimp Tamer II - Learn to grow your own Turkimp, increasing the bonus from +50% to +100%, and making the Turkimp bonus available permanently.
  • Randimp - Grants a 2% chance to find a Randimp in World and Maps. Randimps will grant the bonus of a random World or Map Exotic Import (based on current location) on death.
  • Headstart III - Corruption begins an additional 15 levels earlier, at zone 151. Note: Does not affect Dark Essence drops.
  • Map Battery - Doubles the Zone bonus for completing maps once you reach 10 stacks.

Tier 5 Edit

  • Hyperspeed II - Reduce the time in between fights and attacks by an additional 100ms through 50% of your highest zone reached.
  • Blacksmithery II - each cleared Zone through 75% of your highest zone reached will drop all available equipment prestiges from maps.
  • King of Bones II - Reduce the minimum time between Skeletimp spawns by 10 minutes (45m => 35m).
  • Expert Gen - Increase the amount of speed that the Dimensional Generator gains per Zone by 50%. In addition, completing a Void Map at or above Z230 grants +10 Magmite.
  • Magma Flow - cause two extra Magma cells to appear on any zone that already has Magma.
  • Explorer Aura II - Start with an extra SpeedExplorer book after each Portal.

Tier 6 Edit

  • Void Power III - Your Trimps gain an additional 30% attack and health inside Void Maps, and all current and future Void Maps gain the 'Fast Attacks' special modifier.
  • Blacksmithery III - each cleared Zone through 90% of your highest zone reached will drop all available equipment prestiges from maps.
  • Heirnuum II - You can spend another extra 10% of your Nu on your Heirlooms, bringing the total to 70%.
  • Liquification I - Increase your Liquification bonus by 5%, as if you had completed 1 extra Spire.
  • Map at Zonier - Unlock a second preset to use with Map At Zone!
  • Scryhard II - Complete an entire Void Map in Scryer Formation to earn an additional 50% Helium.

Tier 7 Edit

  • Magmamancermancy - Magmamancers will now increase Trimp Attack by the same amount that they increase Metal. In addition, start every post-magma zone with 5 minutes of credit already applied to your Magmamancers.
  • Map Reducer II - Reduces the min and max number of cells by 5 when creating maps.
  • Natural Diplomacy I - Increase your token trading ratio from 10:5 to 10:8.
  • Deca Build - Buildings in the queue are constructed 10 at a time. In addition, buildings added to the queue via AutoStructure are added 10 at a time if needed. Requires Double Build.
  • Still Rowing I - Increase the bonus for completing a full row in a Spire by 50%, from 2% extra loot to 3%.
  • Patience - Anticipation can now reach 45 stacks.

Tier 8 Edit

  • Void Specialization I - Receive 1 free Void Map after using your Portal for each 100 zones cleared last run. Helium from Void Maps is also increased by 0.25% for each zone cleared last run.
  • Strength in Health I - Your Trimps gain 15% additive damage per Healthy cell in your current Zone.
  • Natural Diplomacy II - Add 5 levels to the Upgrade and Stack Transfer of all 3 Empowerments of Nature, without increasing the costs. (Note that this also raises the cap of transfer to 85.)
  • Liquification II - Increase your Liquification bonus by another 5%, as if you had completed 1 extra Spire.
  • Still Rowing II - Your Trimps will now gain attack equal to 2x their looting bonus from each Spire row cleared.
  • Amalgagreater - Causes the 50% damage bonus from each Amalgamator to be compounding rather than additive.

Tier 9Edit

  • Void Specialization II - Gain a second Void Map per 100 zones cleared last run, but the first one is earned at Z50 (then 150, 250 etc). In addition, if Fluffy's level 6 bonus is active, this allows Fluffy to stack 1 additional Void Map, adding another 50% Helium bonus to the stack.
  • Bionic Magnet II - Adds Prestigious to Bionic Wonderland maps. This will add two Prestige upgrades to every Bionic Wonderland map, including your first run with the RoboTrimp upgrade. Furthermore, you gain 50% attack if you are in a map of a higher zone than your current.
  • Flufffocus - Fluffy gains +25% more Exp per zone for each completed Evolution.
  • Flufffinity - Gain one extra Fluffy ability. This works as if Fluffy Evolved, but doesn't increase Fluffy's damage bonus.
  • Excessive - Allows you to Overkill yet another cell.
  • Charged Crits - Adds +1 to your MegaCrit modifier, and adds 50% of your Shield Heirloom's Crit Chance to your Crit Chance again.

Tier 10Edit

  • Master of the Void - Grants 3 spectacular bonuses to your Void Maps! The Fluffy bonus for stacked Void Maps calculates with compounding gains, rather than additive. Each Void Map in the stack increases the Helium gain from the stack by x1.5 rather than +50%. Allows Void Maps to infinitely stack. Your Trimps gain 5x damage inside Void Maps.
  • Strength in Health II - Adds 1 extra Healthy cell for every Spire completed this run. Healthy cells will also drop an additional 20% of the Zone's value in Helium, bringing the total up to 65%. Spire I will count for 1 Healthy cell once Healthy cells begin to appear in the World, but does not cause them to start spawning earlier.
  • Still Magmamancing - Start every post-magma Zone with an additional 60 seconds of credit already applied to your Magmamancers per Spire row completed this run. In addition, every 2 Spires you complete this run increases the maximum time that Magmamancers can stack by 10 minutes!
  • Liquification III - Increase your Liquification bonus by 10%, as if you had completed 2 extra Spires. In addition, Hyperspeed II's bonus will also now function up to 75% of your Highest Zone Reached rather than a measly 50%.
  • Mesmer - Triples the Challenge² bonus for all Challenge²s that have normal reward scaling (Does not include Trapper, Coordinate, Trimp, Obliterated or Eradicated).
  • Angelic - Your Trimps heal for 50% of their remaining health immediately before each attack. Due to the intense amount of evil present, Trimps cannot heal in never-before-cleared Spires.

Dark Essence LootEdit

Dark Essence has a 3% chance to drop from every world cell beaten fully with the Scryer formation. When it drops, it gives a set amount which is the result of the following formula:

$ \begin{align} \text{drop}&=\frac{1.1683885^{(z-180)}}{3} &\text{$z$ is the current zone} \end{align} $

The final result is rounded down. If the resulting number is 0, the game will drop 1 Dark Essence.

Once all current Masteries have been purchased its no longer possible to gain additional Dark Essence.

Here's a table depicting the results (only the base Dark Essence drop is given):

Zone Dark Essence dropped
181 1
182 1
183 1
184 1
185 1
186 1
187 1
188 1
189 1
190 1
191 1
192 2
193 2
194 2
195 3
196 4
197 4
198 5
199 6
200 7
201 8
202 10
203 11
204 13
205 16
206 19
207 22
208 26
209 30
210 35
211 41
212 48
213 56
214 66
215 77
216 90
217 105
218 123
219 144
220 168
221 196
222 229
223 268
224 313
225 366
226 428
227 500
228 584
229 683
230 798
231 932
232 1.09K
233 1.27K
234 1.48K
235 1.74K
236 2.03K
237 2.37K
238 2.77K
239 3.24K
240 3.79K
241 4.42K
242 5.17K
243 6.04K
244 7.05K
245 8.24K
246 9.63K
247 11.3K
248 13.1K
249 15.4K
250 17.9K
251 21.0K
252 24.5K
253 28.6K
254 33.4K
255 39.1K
256 45.7K
257 53.3K
258 62.3K
259 72.8K
260 85.1K
261 99.4K
262 116K
263 136K
264 159K
265 185K
266 216K
267 253K
268 296K
269 345K
270 403K
271 471K
272 551K
273 643K
274 752K
275 878K
276 1.03M
277 1.20M
278 1.40M
279 1.64M
280 1.91M
281 2.23M
282 2.61M
283 3.05M
284 3.56M
285 4.16M
286 4.87M
287 5.68M
288 6.64M
289 7.76M
290 9.07M
291 10.6M
292 12.4M
293 14.5M
294 16.9M
295 19.7M
296 23.1M
297 27.0M
298 31.5M
299 36.8M
300 43.0M
301 50.2M
302 58.7M
303 68.8M
304 80.1M
305 93.6M
306 109M
307 128M
308 149M
309 174M
310 204M
311 238M
312 278M
313 325M
314 380M
315 444M
316 518M
317 606M
318 708M
319 827M
320 966M
321 1.13B
322 1.32B
323 1.54B
324 1.80B
325 2.10B
326 2.46B
327 2.87B
328 3.36B
329 3.92B
330 4.58B
331 5.35B
332 6.25B
333 7.31B
334 8.54B
335 9.97B
336 11.7B
337 13.6B
338 15.9B
339 18.6B
340 21.7B
341 25.4B
342 29.6B
343 34.6B
344 40.5B
345 47.3B
346 55.3B
347 64.6B
348 75.4B
349 88.1B
350 103B
351 120B
352 141B
353 164B
354 192B
355 224B
356 262B
357 306B
358 358B
359 418B
360 488B
361 570B
362 666B
363 779B
364 910B
365 1.06T
366 1.24T
367 1.45T
368 1.70T
369 1.98T
370 2.31T
371 2.70T
372 3.16T
373 3.69T
374 4.31T
375 5.04T
376 5.89T
377 6.88T
378 8.04T
379 9.39T
380 11.0T
381 12.8T
382 15.0T
383 17.5T
384 20.4T
385 23.9T
386 27.9T
387 32.6T
388 38.1T
389 44.5T
390 52.0T
391 60.8T
392 71.0T
393 83.0T
394 97.0T
395 113T
396 132T
397 155T
398 181T
399 211T
400 247T
401 288T
402 337T
403 393T
404 460T
405 537T
406 627T
407 733T
408 857T
409 1.00Qa
410 1.17Qa
411 1.37Qa
412 1.60Qa
413 1.87Qa
414 2.18Qa
415 2.55Qa
416 2.97Qa
417 3.48Qa
418 4.06Qa
419 4.75Qa
420 5.54Qa
421 6.48Qa
422 7.57Qa
423 8.84Qa
424 10.3Qa
425 12.1Qa
426 14.1Qa
427 16.5Qa
428 19.3Qa
429 22.5Qa
430 26.3Qa
431 30.7Qa
432 35.9Qa
433 41.9Qa
434 49.0Qa
435 57.2Qa
436 66.9Qa
437 78.1Qa
438 91.3Qa
439 107Qa
440 125Qa
441 146Qa
442 170Qa
443 199Qa
444 232Qa
445 271Qa
446 317Qa
447 370Qa
448 433Qa
449 506Qa
450 591Qa
451 690Qa
452 807Qa
453 942Qa
454 1.10Qi
455 1.29Qi
456 1.50Qi
457 1.76Qi
458 2.05Qi
459 2.40Qi
460 2.80Qi
461 3.27Qi
462 3.82Qi
463 4.47Qi
464 5.22Qi
465 6.10Qi
466 7.13Qi
467 8.33Qi
468 9.73Qi
469 11.4Qi
470 13.3Qi
471 15.5Qi
472 18.1Qi
473 21.2Qi
474 24.7Qi
475 28.9Qi
476 33.8Qi
477 39.5Qi
478 46.1Qi
479 53.9Qi
480 63.0Qi
481 73.6Qi
482 85.9Qi
483 100Qi
484 117Qi
485 137Qi
486 160Qi
487 187Qi
488 219Qi
489 255Qi
490 298Qi
491 349Qi
492 407Qi
493 476Qi
494 556Qi
495 650Qi
496 759Qi
497 887Qi
498 1.04Sx
499 1.21Sx
500 1.42Sx

Dark Essence drops are permanently increased by clearing a Spire. This bonus is awarded once per unique Spire clear and applies for all future drops. The table below shows the bonus per unique Spire cleared:

Highest Spire Cleared Total Bonus
Spire I x4
Spire II x16
Spire III x64
Spire IV x256
Spire V

x1024

Spire VI x4096

Finally, clearing Corrupted or Healthy cells while in the Scryer Formation awards an extra 50% Dark Essence, if the player has the Scryhard I Mastery.

It is worth noting that due to the multiplicative increase in Dark Essence earned per cell for each new zone, if every Dark Essence cell in every possible zone is collected in a run before portalling, approximately half of all the Dark Essence gained for that run will be collected in the last 4-5 zones. This assumes that the last 4-5 zones you run have an average number of Dark Essence drops (3 cells per zone) and does not take account of bonuses (including whether the Dark Essence drops in Corrupted/Healthy cells).

For example the expected average total Dark Essence for a run finishing at the end of z300 and collecting 3x cells per zone is 298m, and the expected average total Dark Essence for a run finishing 5 zones higher at z305 is 649m - more than double the amount. Again these figures do not account for bonuses from the Scryhard mastery, Corrupted cells, Spire completion etc. This is true for any zone. Variance in the number of Dark Essence cells appearing can of course make this inaccurate, as it is not uncommon to see anywhere from 0-10 actual Dark Essence cells in a given zone, but averaged over several runs this calculation will be correct.

Due to the Obsidian Wall in Zones 701+, completing Spire VI at Zone 700 now grants enough Dark Essence to purchase all remaining Masteries.

Mastery Costs Edit

Mastery number Individual Cost Cumulative Cost Tier
1 10 10 1st Tier 1
2 30 40 2nd Tier 1
3 90 130 1st Tier 2
4 270 400 3rd Tier 1
5 810 1210 2nd Tier 2
6 2430 3640 1st Tier 3
7 7290 10.9K 4th Tier 1
8 21.9K 32.8K 3rd Tier 2
9 65.6K 98.4K 2nd Tier 3
10 197K 295K 1st Tier 4
11 590K 886K 5th Tier 1
12 1.77M 2.66M 4th Tier 2
13 5.31M 7.97M 3rd Tier 3
14 15.9M 23.9M 2nd Tier 4
15 47.8M 71.7M 1st Tier 5
16 143M 216M last Tier 1
17 430M 646M 5th Tier 2
18 1.29B 1.94B 4th Tier 3
19 3.87B 5.81B 3rd Tier 4
20 11.6B 17.4B 2nd Tier 5
21 34.8B 52.2B 1st Tier 6
22 104.6B 156.8B last Tier 2
23 313.8B 470.6B 5th Tier 3
24 941.4B 1.41T 4th Tier 4
25 2.82T 4.24T 3rd Tier 5
26[1] 16.9T 21.2T 2nd Tier 6
27 101T 123T 1st Tier 7
28 610T 733T last Tier 3
29 3.66Qa 4.39Qa 5th Tier 4
30 22.0Qa 26.4Qa 4th Tier 5
31 132Qa 158Qa 3rd Tier 6
32 791Qa 949Qa 2nd Tier 7
33 4.74Qi 5.69Qi 1st Tier 8
34 28.5Qi 34.2Qi last Tier 4
35 171Qi 205Qi 5th Tier 5
36 1.02Sx 1.23Sx 4th Tier 6
37 6.15Sx 7.38Sx 3rd Tier 7
38 36.9Sx 44.3Sx 2nd Tier 8
39 221Sx 266Sx 1st Tier 9
40 1.33Sp 1.59Sp last Tier 5
41 7.97Sp 9.56Sp 5th Tier 6
42 47.8Sp 57.4Sp 4th Tier 7
43 287Sp 344Sp 3rd Tier 8
44 1.72Oc 2.07Oc 2nd Tier 9
45 10.3Oc 12.4Oc 1st Tier 10
46 62.0Oc 74.4Oc last Tier 6
47 372Oc 446Oc 5th Tier 7
48 2.23No 2.68No 4th Tier 8
49 13.4No 16.1No 3rd Tier 9
50 80.3No 96.4No 2nd Tier 10
51 482No 578No last Tier 7
52 2.89Dc 3.47Dc 5th Tier 8
53 17.3Dc 20.8Dc 4th Tier 9
54 104Dc 125Dc 3rd Tier 10
55 624Dc 749Dc last Tier 8
56 3.75UDc 4.5UDc 5th Tier 9
57 22.5UDc 27UDc 4th Tier 10
58 135UDc 162UDc last Tier 9
59 809UDc 971UDc 5th Tier 10
60 4.86DDc 5.83DDc last Tier 10
  1. Starting from this Mastery, the price scaling increases from 3x to 6x.

Changes Edit

  • In patch 5.3.2, Magimp was renamed to Randimp, to avoid confusion with Magnimp.
  • In patch 5.3, the Mastery Table was changed in several ways, listed here:
    • Replaced Double Build (T3) with Safe Mapping.
    • Replaced Safe Mapping (T6) with Map at Zonier.
    • Replaced Foremany (T2) with Herbalist.
    • Replaced AutoStructure (T4) with Magimp.
    • Replaced AutoJobs (T4) with Map Battery.
    • Completing different tiers of Bionic Wonderland now gives: Foremany at 125, AutoJobs at 140, AutoStructure at 155, and Double Build at 185.
    • Quick Gen renamed to Expert Gen and does more stuff.
  • In patch 5.0, the Mastery Table was changed in several ways, listed here:
    • Condensed Turkimp Tamer I and II into 1 Tier 1 Mastery.
    • Replaced Turkimp Tamer II (T2) with "Heirnuum".
    • Condensed Turkimp Tamer III and IV into 1 Tier 4 Mastery (Now called Turkimp Tamer II).
    • Replaced Turkimp Tamer IV (T6) with "Heirnuum II".
    • Condensed Natural Diplomacy I and II into 1 Tier 7 Mastery.
    • Replaced Natural Diplomacy I (T6) with "Safe Mapping".
  • In patch 4.11, a new Tier (Tier 10) of Masteries was added.
  • In patch 4.9, the Mastery system was reworked entirely to have Masteries unlocked in a pyramid instead of having set breakpoints for the next tier to unlock, as this was resulting in players buying Home Detector as the last and most expensive Mastery. To accommodate this change, 3 free Mastery respecs were added for all players, and completing Spires now grants a permanent bonus to all Dark Essence drops. In addition, a new column and row (Tier) of Masteries (totalling 14) was added.
  • In patch 4.5, 15 new masteries were added as three new tiers. Also, the price scaling for these masteries were increased from 3x to 6x.
  • In patch 4.3, the Mastery Table was changed in several ways, listed here:
    • The Home Detector 1 and 2 Masteries where combined in to a single T1 Mastery, which now also includes Nurseries.
    • The Tier 2 Foremany Mastery and Tier 3 Double Build Mastery were moved two columns to the right.
    • The Metallic Coat Mastery from was moved T4 to T2.
    • AutoStructure was added as a Tier 4 mastery, requiring Double Build.
  • In patch 4.0, the Dark Essence drop formula was changed to use 1.1683885 as the per zone increase, instead of 1.11613, rapidly increasing the number of drops. 6 new Masteries were added, and a couple of the old ones were rearranged. Foremany II was removed and merged into Foremany.
  • In patch 3.71, Dark Essence drop rate was increased to 3% from 1%, but the result of the Dark Essence loot formula was slashed by 3x before rounding. This makes the most difference at the very start when Dark Essence drops give 1-2 each, as the reduction doesn't apply/is far less in this area.

Trivia Edit

  • Mastery was introduced in patch 3.7.
  • Portal Generator and Bounty Hunter grant the rewards from the Dimension of Anger and The Wall respectively. This means that neither maps retains their unique drop, and will show up red after obtaining the mastery.
  • Home Detector does not pick up Housing upgrades, e.g. UberHut.
  • In the Radon Universe, Masteries will still work. The exception is the Liquification Masteries, as well as those involving anomalies like Corruption and Magma.
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