Survivor:Masteries
Masteries are special dives that grant permanent stat upgrades upon completion, and they also offer the chance to obtain Morkite Reactor Cores. Completing Mastery Missions also awards Mastery Points, which give way to unlocking Anomaly Dives. There are three kinds of Masteries: Weapon Masteries, Class Mod Masteries, and Biome Masteries.
Mastery Points () are rewarded based on the highest Hazard Level the player has completed a mastery mission on. If the player has collected few Biome Points (
) from Main Missions, they may be limited on how strong they can upgrade their Mastery Bonuses. Those Mastery Missions that take place in Crystalline Caverns, for example, take fewer Biome Points to unlock than in Azure Weald.
Weapon Masteries
“ | One weapon only, just like in the good old days. Let's see if you can keep up. |
— Mission Control |
Weapon Masteries are short, three-stage dives where players make use of only a single weapon. They are unlocked one weapon at a time by upgrading that weapon to level 12 in any dive. Completing them will permanently upgrade that weapon's stats.
- Rules for Weapon Masteries
- 1 weapon only
- 3 stages
- Class and biome restricted by weapon selection
- Curve for weapons with one mastery stat
- 1
+5% to one stat
- 2
+9% to one stat
- 3
+12% to one stat
- 4
+14% to one stat
- 5
+15% to one stat
- Curve for weapons with two mastery stats
- 1
+3% to one stat, +3% to the other
- 2
+5% to one stat, +5% to the other
- 3
+7% to one stat, +7% to the other
- 4
+8% to one stat, +8% to the other
- 5
+9% to one stat, +9% to the other
Class Mod Masteries
“ | I'm the masterclass class master! |
— Dwarf |
Class Mod Masteries are challenges that upon completion award the player with permanent boosts to their stats for that class mod. The dives have five stages, and featuring smaller maps with no secondary objectives. Additionally, there is no Red Sugar, no Life Regen, and no healing on level up. The only way to restore health is to purchase it between stages.
These Mastery missions become unlocked once the player completes any dive on Hazard 2 or higher using a given Class Mod. Completing these Masteries permanently enhances that Class Mod's stats.
- Rules for Class Mod Masteries
- Smaller map
- No secondary objectives
- No Red Sugar, no Life Regen, no heal on level up
- Starts with two DRG Coupons (Combined, shop prices have a 40% discount)
- Unavailable artifacts: Red Sugar Cube, Vita-Miner Pills
- Biome restricted by Class Mod selection
Additional rules | |
---|---|
Class: Scout Class Mod: Classic Biome: Crystalline Caverns | |
Points | Permanent Class Mod benefit |
1 ![]() |
+10 Max HP, +3% Critical Chance |
2 ![]() |
+18 Max HP, +6% Critical Chance |
3 ![]() |
+24 Max HP, +8% Critical Chance |
4 ![]() |
+28 Max HP, +9% Critical Chance |
5 ![]() |
+30 Max HP, +10% Critical Chance |
Additional rules | |
---|---|
Class: Scout Class Mod: Recon Biome: Azure Weald | |
Points | Permanent Class Mod benefit |
1 ![]() |
+1% Dodge, +3% Damage |
2 ![]() |
+2% Dodge, +6% Damage |
3 ![]() |
+3% Dodge, +8% Damage |
4 ![]() |
+4% Dodge, +9% Damage |
5 ![]() |
+5% Dodge, +10% Damage |
Additional rules | |
---|---|
Class: Scout Class Mod: Sharp Shooter Biome: Salt Pits | |
Points | Permanent Class Mod benefit |
1 ![]() |
+10 Max HP, +6% Critical Damage |
2 ![]() |
+18 Max HP, +11% Critical Damage |
3 ![]() |
+24 Max HP, +15% Critical Damage |
4 ![]() |
+28 Max HP, +18% Critical Damage |
5 ![]() |
+30 Max HP, +20% Critical Damage |
Additional rules | |
---|---|
Class: Gunner Class Mod: Weapons Specialist Biome: Magma Core | |
Points | Permanent Class Mod benefit |
1 ![]() |
+3 Armor, +3% Damage |
2 ![]() |
+6 Armor, +6% Damage |
3 ![]() |
+8 Armor, +8% Damage |
4 ![]() |
+9 Armor, +9% Damage |
5 ![]() |
+10 Armor, +10% Damage |
Additional rules | |
---|---|
Class: Gunner Class Mod: Juggernaut Biome: Magma Core | |
Points | Permanent Class Mod benefit |
1 ![]() |
+3 Armor, +1 Life Regen |
2 ![]() |
+6 Armor, +2 Life Regen |
3 ![]() |
+8 Armor, +3 Life Regen |
4 ![]() |
+9 Armor, +4 Life Regen |
5 ![]() |
+10 Armor, +5 Life Regen |
Additional rules | |
---|---|
Class: Gunner Class Mod: Heavy Gunner Biome: Crystalline Caverns | |
Points | Permanent Class Mod benefit |
1 ![]() |
+3 Armor, +5% Fire Rate |
2 ![]() |
+6 Armor, +9% Fire Rate |
3 ![]() |
+8 Armor, +12% Fire Rate |
4 ![]() |
+9 Armor, +14% Fire Rate |
5 ![]() |
+10 Armor, +15% Fire Rate |
Additional rules | |
---|---|
Class: Engineer Class Mod: Maintenance Worker Biome: Salt Pits | |
Points | Permanent Class Mod benefit |
1 ![]() |
3% XP Gain, +5% Lifetime |
2 ![]() |
6% XP Gain, +9% Lifetime |
3 ![]() |
8% XP Gain, +12% Lifetime |
4 ![]() |
9% XP Gain, +14% Lifetime |
5 ![]() |
10% XP Gain, +15% Lifetime |
Additional rules | |
---|---|
Class: Engineer Class Mod: Tinkerer Biome: Hollow Bough | |
Points | Permanent Class Mod benefit |
1 ![]() |
+3% XP Gain, +7% Pickup Radius |
2 ![]() |
+6% XP Gain, +13% Pickup Radius |
3 ![]() |
+8% XP Gain, +18% Pickup Radius |
4 ![]() |
+9% XP Gain, +22% Pickup Radius |
5 ![]() |
+10% XP Gain, +25% Pickup Radius |
Additional rules | |
---|---|
Class: Engineer Class Mod: Demolitionist Biome: Crystalline Caverns | |
Points | Permanent Class Mod benefit |
1 ![]() |
+3% XP Gain, +3% Damage |
2 ![]() |
+6% XP Gain, +6% Damage |
3 ![]() |
+8% XP Gain, +8% Damage |
4 ![]() |
+9% XP Gain, +9% Damage |
5 ![]() |
+10% XP Gain, +10% Damage |
Additional rules | |
---|---|
Class: Driller Class Mod: Foreman Biome: Azure Weald | |
Points | Permanent Class Mod benefit |
1 ![]() |
+10 Max HP, +3% Damage |
2 ![]() |
+18 Max HP, +6% Damage |
3 ![]() |
+24 Max HP, +8% Damage |
4 ![]() |
+28 Max HP, +9% Damage |
5 ![]() |
+30 Max HP, +10% Damage |
Additional rules | |
---|---|
Class: Driller Class Mod: Interrogator Biome: Salt Pits | |
Points | Permanent Class Mod benefit |
1 ![]() |
+5% Potency, +5% Lifetime |
2 ![]() |
+9% Potency, +9% Lifetime |
3 ![]() |
+12% Potency, +12% Lifetime |
4 ![]() |
+14% Potency, +14% Lifetime |
5 ![]() |
+15% Potency, +15% Lifetime |
Additional rules | |
---|---|
Class: Driller Class Mod: Strong Armed Biome: Hollow Bough | |
Points | Permanent Class Mod benefit |
1 ![]() |
+10 Max HP, +3% Damage |
2 ![]() |
+18 Max HP, +6% Damage |
3 ![]() |
+24 Max HP, +8% Damage |
4 ![]() |
+28 Max HP, +9% Damage |
5 ![]() |
+30 Max HP, +10% Damage |
Biome Masteries
“ | The dive is so nice, you do it twice! |
— Dwarf |
Biome Masteries are extra long (ten-stage) dives with otherwise normal rules. To unlock a biome's Mastery Mission, any dive must be completed in that Biome on Hazard 3 or higher.
- Rules for Biome Masteries
- 10 stages instead of 5
- Dreadnoughts on stages 5 and 10
- Stages 6–9 have 2 elites
- Stats improved for that biome
- 1
+6% XP Gain
- 2
+11% XP Gain
- 3
+15% XP Gain
- 4
+18% XP Gain
- 5
+20% XP Gain
|