Reckoner

From L76

Spell mastery

A tree on every spell: four branches, paid in the elixir with the same effect, and a catalyst that only the deep tiers drop.

From L76 every spell in your book grows its own tree. A tree has up to four branches, each one a number about that spell only, and each level of a branch is bought with the alchemist's product that does the same thing for one trip - so the choice is always the same one: drink it now, or distil it for good.

Mastery is bought with things that drop, are crafted and are traded, plus gold - never with gems. There is no failure roll and nothing is ever destroyed; a level is a level.

Four branches

Precision

Precision

+1% crit chance on that spell per level, up to 25. It pours into the same pool as imbues, scrolls and elixirs, under the 50% ceiling - so it is worth most on a spell nothing else is sharpening.

Haste

Haste

-1% of that spell's own cooldown per level, up to 25. The shared cooldown between spells does not move, which is why haste pays best on openers and executes - the spells you wait for. A haste branch can be switched off per spell; the levels stay, and still count toward the price.

Efficiency

Efficiency

-1% of that spell's mana cost per level, up to 25. Paid in Elixir of Clarity, the alchemist's flask that trims mana cost for a trip - the bill it cuts is the bill it costs.

Elemental

Elemental

+1% stripped from the target's resistance to the spell's element per level, up to 20; a physical spell pierces armor instead. Its own ladder, outside the allotment and without a catalyst - paid only in warding elixirs of that element.

A spell that deals no damage - a buff, a window - has no crit to raise and nothing to strip, so it grows Haste and Efficiency only. Healing spells have no tree at all: their grades climb with your level.

Levels are an allotment

Precision, Haste and Efficiency draw from a pool of levels that every spell has for itself, and the pool is set by your tier: the 50 levels of the full path open in equal steps, one step per tier from tier 4 (L76), and each step ends where the elixir rank changes pair. Those three branches on a single spell add up to 75 levels - more than the 50 a spell gets at the cap - so on every spell you choose which branches to finish. Elemental has its own ladder and does not touch the pool.

TierLevelsLevels per spell
Tier 4L76–10017
Tier 5L101–12534
Tier 6L126–15050

What a level costs

One curve for all three counted branches, read off the sum of levels you already own on that spell - every spell starts again from the bottom: 30 elixirs for the first level, rising ×1.025 per level to 100 for the last level of the path - Precision in Elixir of Precision, Haste in Elixir of Swiftness, Efficiency in Elixir of Clarity. From a spell's 10th level the price adds a catalyst, one more for every 5 levels. Every counted level also costs gold on its own curve - 1,000 for the first, growing ×1.12 a level, so the last levels of the path cost the most by far. A full tree of 50 levels on one spell takes 2,912 elixirs, 189 catalysts and 2,400,040 gold.

Level of the spellElixirsCatalystsGold
130–1,000
634–1,763
113813,106
164325,474
214939,647
2655417,001
3163529,960
3671652,800
4180793,051
46918163,988
501009258,038

Elemental keeps its own count on every spell: 30 warding elixirs for the first level, ×1.07 per level, no catalyst.

Elemental level boughtWarding elixirs
130
641
1157
1678
20100

What each branch is paid in

The rank climbs with the levels you own on that spell, not with your tier: the first levels of every spell are paid in Faint elixirs, the last levels of its path in Supreme. Elemental climbs the same ladder over one full branch of each spell (1–4 pays rank 1, 18+ pays rank 6). All of them come from Alchemy, and all of them sit on the auction house.

BranchLevels 1–9Levels 10–17Levels 18–25Levels 26–34Levels 35–42Levels 43–50
PrecisionFaint Elixir of PrecisionLesser Elixir of PrecisionStrong Elixir of PrecisionGreater Elixir of PrecisionGrand Elixir of PrecisionSupreme Elixir of Precision
HasteFaint Elixir of SwiftnessLesser Elixir of SwiftnessStrong Elixir of SwiftnessGreater Elixir of SwiftnessGrand Elixir of SwiftnessSupreme Elixir of Swiftness
EfficiencyFaint Elixir of ClarityLesser Elixir of ClarityStrong Elixir of ClarityGreater Elixir of ClarityGrand Elixir of ClaritySupreme Elixir of Clarity
Elemental PhysicalFaint Elixir of Iron WardingLesser Elixir of Iron WardingStrong Elixir of Iron WardingGreater Elixir of Iron WardingGrand Elixir of Iron WardingSupreme Elixir of Iron Warding
Elemental FireFaint Elixir of Flame WardingLesser Elixir of Flame WardingStrong Elixir of Flame WardingGreater Elixir of Flame WardingGrand Elixir of Flame WardingSupreme Elixir of Flame Warding
Elemental IceFaint Elixir of Frost WardingLesser Elixir of Frost WardingStrong Elixir of Frost WardingGreater Elixir of Frost WardingGrand Elixir of Frost WardingSupreme Elixir of Frost Warding
Elemental EarthFaint Elixir of Stone WardingLesser Elixir of Stone WardingStrong Elixir of Stone WardingGreater Elixir of Stone WardingGrand Elixir of Stone WardingSupreme Elixir of Stone Warding
Elemental EnergyFaint Elixir of Storm WardingLesser Elixir of Storm WardingStrong Elixir of Storm WardingGreater Elixir of Storm WardingGrand Elixir of Storm WardingSupreme Elixir of Storm Warding
Elemental DeathFaint Elixir of Shade WardingLesser Elixir of Shade WardingStrong Elixir of Shade WardingGreater Elixir of Shade WardingGrand Elixir of Shade WardingSupreme Elixir of Shade Warding
Elemental HolyFaint Elixir of Dawn WardingLesser Elixir of Dawn WardingStrong Elixir of Dawn WardingGreater Elixir of Dawn WardingGrand Elixir of Dawn WardingSupreme Elixir of Dawn Warding

The catalyst

A Mastery Catalyst is rolled per hour of hunting on a tier 4 to 6 spot - 0.15 an hour, about 3.6 for a day of it - never per kill, so a slow class farms it at the same pace as a fast one. It is bound: the only way to a catalyst is to hunt for it. A higher rank pays for a lower one, never the other way round.

Mastery Catalyst IV

Mastery Catalyst IV

Drops on tier 4 hunts. Pays for a level bought at tier 4. 0.2 oz, bound - it cannot be sold or traded.

Mastery Catalyst V

Mastery Catalyst V

Drops on tier 5 hunts. Pays for a level bought at tier 5 or below. 0.2 oz, bound - it cannot be sold or traded.

Mastery Catalyst VI

Mastery Catalyst VI

Drops on tier 6 hunts. Pays for a level bought at tier 6 or below. 0.2 oz, bound - it cannot be sold or traded.

Changing your mind

A branch can be reset, and the reset returns 50% of what was spent on it - elixirs and catalysts piece for piece in the rank they were paid, and half the gold. Nothing is lost that you did not choose to lose, and nothing is locked: the levels go back into the spell's pool the moment the branch is cleared.

The trees

Every offensive spell has four branches; buffs have two. The last column says what the Elemental branch eats away on that spell.

Knight · 10 trees

SpellElementBranchesElemental strips
Mighty BlowMighty BlowPhysicalPrecisionHasteEfficiencyElementalarmor
CleaveCleavePhysicalPrecisionHasteEfficiencyElementalarmor
Shield SlamShield SlamPhysicalPrecisionHasteEfficiencyElementalarmor
Battle FuryBattle FuryPhysicalHasteEfficiency–
BerserkBerserkPhysicalPrecisionHasteEfficiencyElementalarmor
Finishing StrikeFinishing StrikePhysicalPrecisionHasteEfficiencyElementalarmor
Shield StanceShield StancePhysicalHasteEfficiency–
ChargeChargePhysicalPrecisionHasteEfficiencyElementalarmor
SunderSunderPhysicalPrecisionHasteEfficiencyElementalarmor
RendRendPhysicalPrecisionHasteEfficiencyElementalarmor

Paladin · 10 trees

SpellElementBranchesElemental strips
Holy BoltHoly BoltHolyPrecisionHasteEfficiencyElementalholy resistance
Aimed ShotAimed ShotPhysicalPrecisionHasteEfficiencyElementalarmor
DevotionDevotionHolyHasteEfficiency–
JudgementJudgementHolyPrecisionHasteEfficiencyElementalholy resistance
SharpshooterSharpshooterPhysicalHasteEfficiency–
Breaching ShotBreaching ShotPhysicalPrecisionHasteEfficiencyElementalarmor
Divine HammerDivine HammerHolyPrecisionHasteEfficiencyElementalholy resistance
Serrated BoltSerrated BoltPhysicalPrecisionHasteEfficiencyElementalarmor
Enchanted BoltsEnchanted BoltsHolyHasteEfficiency–
Holy ZealHoly ZealHolyHasteEfficiency–

Mage · 10 trees

SpellElementBranchesElemental strips
Fire BoltFire BoltFirePrecisionHasteEfficiencyElementalfire resistance
Spark BoltSpark BoltEnergyPrecisionHasteEfficiencyElementalenergy resistance
Arcane FocusArcane FocusEnergyPrecisionHasteEfficiencyElementalenergy resistance
ClarityClarityEnergyHasteEfficiency–
Inner FlameInner FlameFireHasteEfficiency–
Arcane BlastArcane BlastEnergyPrecisionHasteEfficiencyElementalenergy resistance
Arcane SurgeArcane SurgeEnergyPrecisionHasteEfficiencyElementalenergy resistance
CombustionCombustionFirePrecisionHasteEfficiencyElementalfire resistance
ImmolateImmolateFirePrecisionHasteEfficiencyElementalfire resistance
Ward BreakWard BreakFireHasteEfficiency–

Druid · 10 trees

SpellElementBranchesElemental strips
Nature BoltNature BoltEarthPrecisionHasteEfficiencyElementalearth resistance
Elemental ShiftElemental ShiftEarthPrecisionHasteEfficiencyElementalearth resistance
FrostbiteFrostbiteIcePrecisionHasteEfficiencyElementalice resistance
Glacial SpikeGlacial SpikeIcePrecisionHasteEfficiencyElementalice resistance
SerenitySerenityEarthHasteEfficiency–
Verdant BloomVerdant BloomEarthHasteEfficiency–
Ice ShardIce ShardIcePrecisionHasteEfficiencyElementalice resistance
ThornskinThornskinEarthHasteEfficiency–
EarthspikeEarthspikeEarthPrecisionHasteEfficiencyElementalearth resistance
Thorn BurstThorn BurstEarthPrecisionHasteEfficiencyElementalearth resistance