From Terrasphere
Mastery

Standard
Energy
Range


- Damage
- Disruption

Awakened
Energy
Range


- Magic
- Support
Skill Set
Listed below are the weapons available for this mastery. See physical combat for more information.
Hammer | (One or two-handed) Strong smashing power. |
Mace | (One or two-handed) Strong crushing power. |
Flail | (One or two-handed) The chain part of the flail can sometimes have a head (e.g. spiked ball) to cause extra trauma damage. |
Great Hammer | (Hybrid: Two-handed) Longer reach and more power, but is extremely unwieldy. It favors smashing. |
Great Mace | (Hybrid: Two-handed) Longer reach and more power, but is extremely unwieldy. It favors crushing. |
Great Flail | (Hybrid: Two-handed) Longer reach and more power, but is extremely unwieldy. It favors trauma blows. |
Warhammer | (Polearm: Two-handed) The warhammer offers long reach with the devastating blows, but trade off in its close range utility and more difficult to wield. |
Staff | (Polearm: Two-handed) Unlike other bludgeon weapons, staff is faster in speed, but lack the capability to go through heavy armor or solid materials. |
Zealot Shatterer
Listed below are some of the basic spell variations featured by this magic. At higher levels, these can be combined with other mastery for a wide variety of effects. See magic and magical instruments for more information about the use of magic.
Smite | These spells often burn targets with holy energy or blind them with light. |
Dispel | These spells are very effective in clearing condition. |
Cure | These spells aids targets in recovering from ailment. |
Support | These spells is similar to other support magic, they heal, buff, and revive. |