Weapon mastery
The files describe a second skill system: a nested tree per weapon, unlocked with the same points the combat grid spends. It never shipped. Two of the five trees were written in full, names and all, and no player has ever been able to reach them.
“The weapon masteries do not exist in game for any class of weapon.” — Wyatt, 2026-10-03
“mastery is not a mechanic the players gets to interact with, or benefit from and there's no portion of the UI that even indicates mastery is a real thing to the player”
“strictly exists in the game's code as something that could've been, but never was and never will be and is now nothing more than cut content.” Whether it was ever meant for a later update is UNKNOWN — that part is Wyatt's reading, offered as a guess, and the files say nothing either way.
The files point the same way. Only 2 of the 5 trees were ever written. These 3 are not 3 separate stubs. They are built from a single set of 10 ids, reused for all of them — so one unfinished tree was copied, and none of the 3 was ever started.Mastery.Weapon.Daggers
What this page said before, and why it changed
Until 2026-10-03 this page said only that nobody had found the system in game: “I do not recall ever seeing weapon mastery trees within the game, in any portion of the UI. If it exists I've certainly never benefitted from it.” — Wyatt, 2026-10-02 (W-2026-10-02b-2). That is an absence of evidence, replaced by evidence of absence. The earlier statement was not wrong, only weaker, and it stays in the record.
The 2 trees that were written
Datamined Shape and wording from the menu bundle. Whether a node also sets a trait is UNKNOWN: these rows carry a label, a description and a capacity, and no trait name.
LongswordMastery.Weapon.Sword.1H
6 branches, 15 nodes, 24 points to fill.
- Twin Strike1 point
If both your L1-R2 hits land gain a 25% bonus DMG buff for 30s.
Mastery.Weapon.Sword.1H.L1R2BothHitsBuff- Greater Twin Strike1 point
Bonus damage buff increased to 50%.
Mastery.Weapon.Sword.1H.L1R2BothHitsBuffBonus - Twin Breach1 point
If both your L1-R2 hits land gain 25/50% bonus BREACH damage for 30s.
Mastery.Weapon.Sword.1H.L1R2BothHitsBuffBreach
- Blinding Deflection1 point
When you L1-R1 Parry an enemy, all other nearby enemies will be blinded for a brief moment.
Mastery.Weapon.Sword.1H.ParryFlash- Breaching Deflection3 points
A successful parry will apply apply 10/20/30 breach damage to the enemy and increase breach damage dealt to them by 30% for 10s.
Mastery.Weapon.Sword.1H.ParryBreach
- Seek Weakness1 point
When you L1-R1 Parry an enemy also reveal a weakpoint on that enemy.
Mastery.Weapon.Sword.1H.ParryWeakpoint- Severe Weakness2 points
Revealed weakness will be SEVERE for 0.5/1.0 seconds.
Mastery.Weapon.Sword.1H.ParryWeakpointSevere
- Swordsman Mark1 point
If both your L1-R2 hits land refresh your parry cooldown.
Mastery.Weapon.Sword.1H.L1R2BothHitsRemoveL1Cooldown- First Draw3 points
L1-R2 deals 10/20/30% bonus damage to enemies above 50% health.
Mastery.Weapon.Sword.1H.L1R2HighHealthEnemyDmg - Final Blow3 points
L1-R2 deals 10/20/30% bonus damage to enemies below 50% health.
Mastery.Weapon.Sword.1H.L1R2LowHealthEnemyDmg
- Focused Stance1 point
Hold L1 to gain ONE FOCUS CHARGE. Parrying an enemy from a charged stance or hitting an enemy using L1-R2 from a charged stance puts a SWORD MARK on an enemy. Marked enemy takes 25% bonus damage from all sources for 10s.
Mastery.Weapon.Sword.1H.L1Charge- Focused Parry1 point
If you successfully parry from a charged stance refresh the parry cooldown.
Mastery.Weapon.Sword.1H.L1ChargeIntoR1RefreshCooldown - Focused Dashing Slash1 point
If you successfully land both L1-R2 hits put SWORD MARK on ALL nearby enemies.
Mastery.Weapon.Sword.1H.L1ChargeIntoR2BothSwingMarkNearby
- Ultimate Damage3 points
+5/10/15% ULTIMATE damage.
Mastery.Weapon.Sword.1H.UltimateDamage- Ultimate Targets1 point
+1 ULTIMATE targets.
Mastery.Weapon.Sword.1H.UltimateTargets
PolearmMastery.Weapon.Polearm
6 branches, 12 nodes, 26 points to fill.
- Eagle Focus3 points
Repeatedly hitting the same target increases damage against that target by 5% with each hit up to 10/20/30%
Mastery.Weapon.Polearm.SameTargetCombo- Finisher1 point
The hit right before your R1 combo finisher will reveal a weakpoint on the enemy you've hit.
Mastery.Weapon.Polearm.ComboWeakpoint
- Flashbang1 point
If L1 absorbs any PIPs, Flashbang nearby enemies
Mastery.Weapon.Polearm.L1Flashbang- Charge Capacity2 points
Increase Polearm bound damage capacity by an extra 50%/100%.
Mastery.Weapon.Polearm.DamageChargeCap
- Precision3 points
Deal +50/75/100% bonus damage on weakpoint hits.
Mastery.Weapon.Polearm.WeakpointDoubleDamage- Reveal Weakpoint1 point
If L1 absorbs more than 2 PIPS reveal a temporary weakpoint on all nearby enemies targeting the polearm player
Mastery.Weapon.Polearm.RevealWeakpoint - Permanent Weakpoint1 point
Polearm no longer consumes weakpoints on hit. You can hit weakpoints multiple times.
Mastery.Weapon.Polearm.WeakpointsPermanent
- Sheathing Attack3 points
Your SHEATHING ATTACK (first attack after you reload any stamina) deals bonus + damage to weakpoints.
Mastery.Weapon.Polearm.SheathingAttackWeakpoint- Blinding Strike3 points
Weakpoint hits flashbang nearby enemies
Mastery.Weapon.Polearm.WeakpointFlashbang - Invigorate3 points
If L1-R2 kills any enemies restore full stamina.
Mastery.Weapon.Polearm.RestoreStamina
- Aim3 points
Aim at the same body increases damage against that body part by 10/20/30% with each subsequent aim.
Mastery.Weapon.Polearm.BodyPartAim - Ultimate Damage2 points
Increase ultimate damage for each target pierced by 50/100%.
Mastery.Weapon.Polearm.UltimateDamage
The 3 that were not
2 of the 5 weapon mastery trees are authored in this bundle (Longsword, Polearm). The other 3 are placeholder ids with no node rows, so what is in them is UNKNOWN from these files. These 3 are not 3 separate stubs. They are built from a single set of 10 ids, reused for all of them — so one unfinished tree was copied, and none of the 3 was ever started. Each has the shape of a tree — 6 branches, 10 nodes — and not one of those ids has a row with a name, a description or a capacity anywhere in the menu bundle. Mastery.Weapon.Daggers.Placeholder1
- Greatsword: 10 placeholder nodes, UNKNOWN
- Warhammer: 10 placeholder nodes, UNKNOWN
- Twin Daggers: 10 placeholder nodes, UNKNOWN
The XP ladders
These rows exist whether or not the trees do. A function in the game's menu code reads them to work out a point total, which is what first suggested the combat grid was paid for out of weapon mastery — it is not. Skill points come from levelling and from a fixed set of activities (the skill points page traces that). What these thresholds actually fed is as unreachable as the trees.ui_src/main/model/combat_grid_model.js -> CombatGrid.pointsForXP
Points per mastery XP (24 points, 60,200 XP for the last)
| Points | Mastery XP needed |
|---|---|
| 1 | 500 |
| 2 | 1,250 |
| 3 | 2,100 |
| 4 | 3,000 |
| 5 | 4,000 |
| 6 | 5,100 |
| 7 | 6,300 |
| 8 | 7,650 |
| 9 | 9,100 |
| 10 | 10,700 |
| 11 | 12,450 |
| 12 | 14,400 |
| 13 | 16,550 |
| 14 | 18,900 |
| 15 | 21,500 |
| 16 | 24,350 |
| 17 | 27,500 |
| 18 | 30,950 |
| 19 | 34,750 |
| 20 | 38,900 |
| 21 | 43,500 |
| 22 | 48,550 |
| 23 | 54,100 |
| 24 | 60,200 |
Datamined This ladder belongs to weapon mastery, not to the combat grid. Which weapon is which masteryCategory is UNKNOWN: the ladders are keyed 1-4 and the trees by weapon id, and nothing in the files joins them. There are 5 weapons and 4 ladders, and the ladders are identical. masteryCategory (weaponMastery rows)
Sources
- Trees and nodes:
main.27a82b73.chunk.js -> @counterplay/ap-data combat_skillpoint_grid - XP thresholds:
Aperion/Content/Aperion/Data/Gameplay/SourceData/source_data.json -> weaponMastery - Not seen in game:
data/observations/wyatt_2026-10-03d.json→ W-2026-10-03d-1