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Mastery is one of the two proscribed Pillars of Magic, a body of spellcraft totally devoted to overwhelming the will of other human beings and reshaping them as slaves, or drones, or simple mindless shells. It's power of the most corrosive kind; the school doesn't teach it, and will punish it if it's seen.

Mastery is one of two subjects of Forbidden Lore, the other being Gates. During events and adventures choices requiring knowledge of such lore will not be shown to characters lacking such knowledge.

Dominant Attribute: Fitness

Training Levels and Unlocks:

  1. Confusion (Pheme)
  2. Fulfill Need (Spell)
  3. Hostis (Pheme), "Treatise by Professor Finus Piaxenza" (Lore), "Dangerous Magic, by Honno Restiffian" (Lore)
  4. "Excerpt from a Treatise by Prof. Finus Piaxenza" (Lore)
  5. "Excerpt from Academagia's Student Handbook" (Lore)
  6. Overt (Pheme), "Reign of The Puppet Strings, by Ellia Zeehl" (Lore)
  7. Counter Knowledge (Action)
  8. Hypnotize (Action)
  9. Steal Merit (Action)
  10. Master (Spell)
  11. Total Control (Action)

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Mastery Methods

Dominant Attribute: Fitness

Mastery Methods is a skill that encompasses everything from folk wisdom to tips about wand technique; it's not as easily defined as Mastery Phemes or Mastery Spells, but as a line of study it's no less important if you really mean to seize control of your fellow human beings.

Training Levels and Unlocks:

  1. Amicita (Pheme), "Tales of Mastery: On the Subject of Love" (Lore)
  2. Mineta Docks: Loading Station (Location)
  3. "The Dangers of Mastery: The Burning Desire" (Lore)
  4. Academagia: Hives (Location)
  5. "To Control, by The Marquis Wutant" (Lore)
  6. Quiescent (Pheme)
  7. Panic Attack (Spell)
  8. "Master of What?, by Chisholm Sectalt" (Lore)
  9. Greed (Pheme)
  10. Helper (Spell)
  11. Mastery Spells maximum Subskill Level +1

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Mastery Phemes

Dominant Attribute: Fitness

The study of Mastery Phemes - as with the study of any linked set of Phemes - is an attempt to assemble all the building blocks of a group of known, effective spells, and to find ways to tweak other spells to specific (in this case, more Mastery-related) ends.  Without this skill, you simply won't have the vocabulary to make most Mastery magic work.

Training Levels and Unlocks:

  1. Fade (Pheme)
  2. Suggest (Pheme)
  3. Fierce (Pheme)
  4. Fear (Pheme), "To Control: Displays of Control" (Lore)
  5. Disorientation (Pheme), "Mastery of What?: Masters of Nothing" (Lore)
  6. Terror (Pheme), "The Dangers of Mastery: Biggest Danger" (Lore)
  7. Command (Pheme)
  8. Sedentary (Pheme)
  9. Zenith (Pheme), "Tales of Mastery: Nobiott’s Tale" (Lore)
  10. Impose (Pheme)
  11. Order (Pheme)

Research Topic (Mastery Phemes):

  • Level 10 raises maximum Subskill Level +1

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Mastery Spells

Dominant Attribute: Fitness

Mastery Spells are, of course, the most complicated and dramatic results of the study of Mastery as a whole.  This skill set, more than any other, shows you how to string Phemes together in order to overwhelm a target's senses and stomp down his or her own judgment.

Levels and Unlocks:

  1. "Proof of Mastery's Evil, by Herstok Vladik" (Lore)
  2. Lose Focus (Spell)
  3. "From Belfin Massast's Tales of Mastery" (Lore)
  4. Anger Others (Spell)
  5. "Do You Really Need to Cast That?, on Mastery" (Lore)
  6. Throw Competition (Spell)
  7. "To Control: The Allure of Being Under Control? (Lore)
  8. Confuse (Spell)
  9. Empty Pockets (Spell)
  10. Induce Coma (Spell)
  11. Freedom (Pheme), Seal Against Mastery (Spell)

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Theory of Mastery

Dominant Attribute: Fitness

First things first - Mastery and all things related to Mastery are Proscribed; those caught messing in these areas will be punished accordingly.  That having been said, if one can get past the potentially nasty consequences, the Theory of Mastery is a handy thing to study - difficult to understand, to be sure, but for those with the proper amount of patience, great rewards can be reaped (from other people) for time spent here.  

Training Levels and Unlocks:

  1. Ignorance (Pheme), "Theory of Mastery SL I" (Lore)
  2. Stupidity (Spell), Rejection (Pheme)
  3. "Theory of Mastery SL II" (Lore)
  4. Magic (Pheme), "Theory of Mastery SL III" (Lore)
  5. Grant (Pheme)
  6. "Theory of Mastery SL IV" (Lore)
  7. Spill Secrets (Spell)
  8. Mastery of Body (Spell)
  9. Control (Pheme), "Theory of Mastery SL V" (Lore)
  10. Gift (Spell)
  11. Mastery Methods maximum Skill Level +1

Related Links:

How to unlock the Mastery skill

  • Any Action/Ability that Expands a Random Subskill includes Mastery Subskills - although this is more "useful" for learning Mastery when you don't want to learn it than when you, do due to the odds involved.
  • Choosing the background Prodigy: Secrets and Silence during Character Creation will expand 1 random Mastery Subskill by 1 level, among other things.
  • Bassan 3+ opens up the Language Skills Adventure, the final reward for which can be a book which will inform you of all Mastery Subskills.
  • Flowers 4+ or ... (other requirements are currently unknown) unlocks An Outing..., which will Expand Theory of Mastery by 1 or possibly 2 SS.
    • Be warned, however, that one easily avoidable outcome of that adventure will leave you with 90% chance of failure for mastery spells.
  • Casting a spell with the Order Pheme added to it will increase your Mastery Spells and Mastery Methods skills, giving you the temporary opportunity to train and become informed of both Subskills.
    • Note that the Order Pheme is unlocked by Mastery Phemes 11, so it's not an easy thing to obtain.
  • Research 10, dutiful exploration of the Academagia or going through The Wasting Sickness will open up The Venalicium Library: Forbidden Archives, which in turn unlocks the Study Mastery Ability. This will expand a random Mastery Subskill by 1 SS for the 'low' price of having to endure a Chance of Discovery of 17.
  • Exploration of the City of Mineta might reveal The Slipped Crown, along with an ability that yields +1 SS to three Random Mastery Subskills.
    • Be warned that it's possible to "intrude" upon the location (details unknown) and lock yourself out of the Ability; the location has a Chance of Discovery of 26; and visiting results in Bad Things in addition to the Skill Expansions.
  • The Middle Empire 11 will Inform Theory of Mastery Subskill
  • Negation Methods 11 will Inform Mastery Methods Subskill
  • Completing the Rat Familiar's solo adventure will reward you with an amulet that increases Mastery Methods by 3.
  • Completing Rumors of Witches and Evil Intentions (Morvidus only) unlocks The Enchanted Music Hall of Askelf Massonic which can inform the player of Mastery Methods.
  • The adventure Just Another Day in Mineta has a Mastery Spells check which is not hidden to a player with no knowledge of the skill (probably a bug) and can therefore be used to become informed of the skill, at the cost of very likely failing the check and ending the adventure.
  • The adventure The Door in the Bad Part of Town is useful if you already know Mastery, but need Mastery Methods and/or if you have Mastery Phemes, but need Theory of Mastery.