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State 677 — Events & Guides Created by ICESurvivor ❤️

Season 3 Masteries — Point Order & Playstyle Picks

Season masteries are the season-long talent system: every mastery level earns 1 point, and Season 3’s cap (~Lv.50) means about 50 points for the whole season — you cannot take everything (the only extras are purchased packs: each grants 1 permanent + 1 season-only point, and the permanent half carries into future seasons, so early buys get the most out of it). If you played Everfrost’s masteries, this is the same system — Season 3 raises the level cap from 30 to ~50, which adds every row from Lv.35 down including the cross-invest system itself, and re-themes the yields. Masteries reset when the season ends. This page is the heads-up for our members before Dinosaur Origin reaches State 677: how the system works, the opening order that fits every playstyle, and where your points diverge after that. The three images are made to be shared — save them and drop them in alliance chat.

Four rules decide everything: you earn 1 point per mastery level (XP comes from season-building upgrades, tearing durability and killing creeps); there are two trees of 86 points each and you pick your branch on day one — you invest freely in the tree you choose, while the other branch only takes cross-invest points (Cognitive Boost unlocks 5 per level, 25 at most, and they still cost points); and deeper rows need points spent above them (the Lv.50 row needs 25).

Our recommendation: start Support. Support feeds Fernleaf and the season materials that build your virus resistance — the fastest route to farming Lv.60 zombies and boomers. Once your seasonal buildings carry you there, switch your main to Combat for the war half of the season, or stay Support — both work, and a switcher’s first Combat picks are exactly the core below.

Because points earn points, the opening is the same for every playstyle: take the two mastery-XP masteries and the season-resource yields first — they compound all season.

Season 3 masteries — how the points work and the opening order

Whether you stay Support and dip in with the 25 cross-invest points or switch your main to Combat mid-season, the first picks are identical: the auto-recommendations converge on the same 22-point core for all seventeen playstyle presets — troop capacity first (output scales ~HP^1.5, so capacity beats the same % of attack), then rally damage and rally survival, siege stats, and the two 1-point building unlocks that double season troop ATK and DEF. Only the last 3 points are a real choice.

Season 3 masteries — the 25 combat points: 22-point core plus 3 flex by playstyle

The order matters when you switch to Combat: Training Ground (troop cap) first, then the three 1-point unlock nodes, and the 5-point troop-stat nodes after.

Switched to Combat as your main? Continue past the core in this order: Hold The Line 5, First Aid Expert 5 (+25% healing speed), Intense Training 5, then your event’s damage node (Master of Rule, Glorious Commander or Victory Chase) — Berserk, Rotland Trek and Again! come last. Combat has its own Cognitive Boost too: use it to cross back for Support’s two XP masteries and the yield nodes.

Fighters go straight from the opening to the Combat package. Economy and support players spend the next points by role instead:

Season 3 masteries — support picks by role: F2P, builders, research, alliance support, vaults

Two actives worth knowing even if you never touch the rest: Shield Bond (1 point) is the only mastery that can save a teammate under attack — it puts a 1-hour shield on an ally (72 h cooldown) — and Vault Master adds nothing if the alliance already has vaults running, because every member can loot any two vaults daily no matter who deployed them.

Every node visible at the S3 cap, with per-level values. Gate = points already required in that tree; actives are listed after the passives in each row band.

Unlock Gate Mastery Max Per-level values Effect
Lv.1 0p Architect’s Insight 5 10,15,20,25,30 Season Mastery EXP from season-building upgrades +X%
Lv.1 0p Fernleaf Cultivation 5 3,6,9,12,15 Fernleaf Yield +X%
Lv.5 0p Free Construction 5 20,30,40,50,60 Free construction duration +X min
Lv.5 0p Siege Expert 5 10,15,20,25,30 Season Mastery EXP +X% for reducing a city or HQ’s durability
Lv.10 5p Construction Support 2 10,15 Use on an ally: +X% construction speed for both for 1 h. CD 24 h
Lv.10 5p Dino Scale Refining 5 3,6,9,12,15 When acquiring Cretaceous Scales, receive an extra X%
Lv.15 5p Work as One 5 30,60,90,120,150 Help Duration +Xs
Lv.15 5p Injury Relief 5 10,20,30,40,50 Severe-to-slight injury conversion +X% when attacking seasonal creeps
Lv.20 10p Shield Bond 1 1 Puts a X-h peace shield on an ally. CD 72 h
Lv.20 10p Research Assist 2 10,15 Use on an ally: +X% research speed for both for 1 h. CD 24 h
Lv.20 10p Resistance Boost 5 1,2,3,4,5 Each Bio Greenhouse level grants X extra Resistance
Lv.25 10p Swift Rally 5 10,15,20,25,30 March Speed +X% joining rallies / returning after a won rally
Lv.25 10p Eco Recovery (build) 5 10,15,20,25,30 Season buildings’ construction speed +X%
Lv.30 15p Vault Master 5 30,60,90,120,150 Deploys an alliance vault (100 loots / 30 min; 2 loots per member daily); looters’ load +X%
Lv.35 15p Free Research 5 20,30,40,50,60 Free research duration +X min
Lv.35 15p Top Contribution 1 100 Member Points from donating alliance techs and helping allies +X%
Lv.40 20p Mutual Benefits 5 3,6,9,12,15 Assist receiving cap +X
Lv.45 20p Smart Craft 5 2,4,6,8,10 Food, Wood, Zent and Steel costs for building upgrades -X%
Lv.45 20p Eco Recovery (research) 5 2,4,6,8,10 Electricity and Zent costs for tech research -X%
Lv.50 25p Cognitive Boost 5 5,10,15,20,25 X Mastery Points assignable to the Combat path (points still cost PT)
Unlock Gate Mastery Max Per-level values Effect
Lv.1 0p Unit Mobilization 5 30,60,90,120,150 Instantly receive X units of the highest unlocked level. CD 24 h
Lv.1 0p Concentrated Power 5 2,4,6,8,10 When launching or joining a rally, self DMG +X%
Lv.5 0p Drill Setup 5 200,400,600,800,1000 Military Center capacity +X
Lv.5 0p Intense Training 5 3,6,9,12,15 Unit Training Speed +X%
Lv.10 5p Rotland Trek 5 1,2,3,4,5 March Speed within Capital range +X%
Lv.10 5p Rally Defense 5 1,2,3,4,5 When initiating a team-up vs survivors, your team’s mortality -X%
Lv.15 5p Camouflage 2 30,60 HQ enters anti-scout mode for X min. CD 24 h
Lv.15 5p Master of Rule 5 2,4,6,8,10 During State Ruler, Troop DMG +X%
Lv.20 10p Victory Chase 5 1,2,3,4,5 Attacking burning headquarters: target’s mortality +X%
Lv.20 10p Berserk 5 1,2,3,4,5 Damage +X% under War Frenzy mode
Lv.25 10p Siege Strike 5 2,4,6,8,10 Troop ATK & DEF in siege attacks +X%
Lv.25 10p Offense Line 1 1 Build 1 extra offensive structure (unlocks Armory II: season troop ATK 90 - 180)
Lv.30 15p Rapid Strike 5 1,2,3,4,5 Rally attacks can depart early, Xx weekly
Lv.35 15p Instant Recall 2 1,2 Instantly recalls one troop, Xx daily
Lv.35 15p First Aid Expert 5 5,10,15,20,25 Healing Speed +X%
Lv.40 20p Glorious Commander 5 2,4,6,8,10 During the Clash for Glory, Troop DMG +X%
Lv.40 20p Again! 5 5,10,15,20,25 After defeat, troop return speed to HQ +X%
Lv.45 20p Hold The Line 5 2,4,6,8,10 When defending headquarters, Troop ATK & DEF +X%
Lv.45 20p Defensive Works 1 1 Build 1 extra defensive structure (unlocks Defense II: season troop DEF 90 - 180)
Lv.50 25p Cognitive Boost 5 5,10,15,20,25 X Mastery Points assignable to the Support path (combat-primary players only)

Compiled October 15, 2026 from a community mastery simulator (community-measured — not our live-verified ✅ data): spot-check values against your own tree once Season 3 opens and tell us what moved. Planning the rest of the season: Season 3: Dinosaur Origin — Guide · Season Schedule.