Mastery Rank

Mastery Ranking, commonly abbreviated as MR, is a method of tracking how much of the game's total content a player has experienced with points earned by ranking up Warframes, Weapons, Companions, K-Drives, Necramechs, and Archwings with Affinity; successfully completing Junctions and nodes on the Star Chart; and ranking up Intrinsics.
In-game, every rank after MR30 is called a Legendary (L) and or Legendary Rank (LR).
Players can view their own Mastery Progress and Rank by hovering the cursor over their Avatar on the top left corner of the UI. The profiles and Mastery progress of the player and other squad members can also be viewed by clicking "Profile" under their equipment tab. These details of other players in chat or in communications can be viewed by selecting their name and clicking "Profile."
==Increasing Mastery Rank==
===Mastery Points===
To increase Mastery Rank, a player must earn Mastery Points through the following methods:
*Ranking Weapons, Kitgun Chambers, Zaw Strikes, Amp Prisms, Sentinel weapons, and Archwing weapons will earn 100 mastery points for each rank gained up to Rank 30 for a total of 3,000.
**Kitguns, Zaws, and Amps must be ranked up to 30, gilded at their respective vendors, then ranked up again to award mastery points.
**The , all Kuva weapons, and all Tenet weapons can exceed Rank 30 by 2 ranks per polarization by Forma and will continue to grant mastery points for each additional level until they reach Rank 40 at 5 Forma, totaling 4,000 mastery.
**All Exalted Weapons, , , and all Kubrow, Kavat, Predasite, and Vulpaphyla weapons do not award mastery points.
*Ranking Warframes, Companions, Archwings, K-Drives, the Plexus, and Necramechs will earn 200 mastery points for each rank gained up to Rank 30 for a total of 6,000, or 8,000 for a Necramech that has been polarized 5 times.
**MOAs, Predasites, and Vulpaphylas must be ranked up to 30, gilded at their respective vendors, then ranked up again to award mastery points.
***K-Drives, despite their modular nature, do not require gilding to be able to award mastery points.
**Necramechs can exceed Rank 30 by 2 ranks per polarization by Forma and will continue to grant 200 mastery points for each additional level until they reach Rank 40 at 5 Forma.
*A total of 190 Forma is required to fully rank up all Necramechs, Kuva/Tenet Weapons, and the Paracesis.
*Clearing the main objective of any Mission node for the first time and extracting will grant a predetermined number of mastery points (Map progress can be viewed in the general stats in the profile menu).
*Victory against the opponent specter in a Junction grants 1,000 mastery points.
*Each rank of a Railjack's and Drifter's Intrinsics grants 1,500 mastery points.
Take note that each individual equipment will only grant its mastery points once per variant; polarization or selling a Rank 30 equipment and then purchasing & reusing it will not grant mastery points again, including in the event that a copy of already max-ranked equipment is obtained and used. If equipment below max rank are sold, then purchased and reused, only the ranks previously not gained will grant mastery points.
Variants of original equipment count as a different equipment for mastery ranking; MK1, Prime, Syndicate, Vandal, Wraith, Prisma, Dex, Kuva, Tenet, the , the , and the . For example, , , , and are all considered different weapons, each with their own set of mastery points, with a total of 12,000 mastery points for fully ranking all four weapons. The same goes for different breeds of same-species Companion such as Chesa Kubrow, Raksa Kubrow, and Helminth Charger. Completing missions in The Steel Path also awards mastery that is separate from normal missions and Junctions.
Excess mastery points are not lost if a player reaches the amount required to advance a rank – these will automatically fill the next mastery bar, displayed only once the player has succeeded on the rank-up test.
===Mastery Rank Tests===
In order to be promoted to the next Mastery Rank, a player must pass a test for each progressive rank they are trying to achieve. Mastery tests can only be accessed in solo play. Each test is different and usually harder between ranks.
When a player becomes eligible for their next Mastery Rank they will be alerted and be given the option to proceed to the test immediately or wait. If the player chooses to wait they can access the test by simply hovering over their profile icon and selecting the "Rank Up" option later. The player's previously completed Mastery Rank tests are available in Cephalon Simaris' Relay room.
Upon successful completion of the test, there is a 23 hour cooldown before the player can attempt the next mastery rank test.
Players are also able to redo previous tests along the Cephalon's aisle. Players will be able to access all the tests previously passed, as well as the one for the next level.
The Operator cannot be used for Mastery Rank tests at 23 and below.
====Tests for Rank 1-10====
<tabber>Rank 1=
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;Exterminate Test (Primary)
:This test requires players to exterminate three waves of enemies with their primary weapon.
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 3, 5 and 8 enemies within 1:00, 2:00 and 3:00 for each wave respectively.
|-|Rank 2 =
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;Exterminate Test (Secondary)
:This test requires players to eliminate three waves of enemies with their secondary weapon.
 
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 8, 12 and 16 enemies within 0:45, 1:00 and 1:15 for each wave respectively.
|-|Rank 3 =
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;Exterminate Test (Melee)
:This test requires players to eliminate three waves of enemies with their melee weapon.
The player starts in the center of a room encircled by four pillars. From here they must eliminate 5, 7 and 9 enemies within 0:45, 1:00 and 1:15 for each wave respectively.
|-|Rank 4 =
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;Survival Test
:This test requires players to endure an unlimited onslaught of Infested for a given period of time. 
The player starts in the center of a room surrounded by several walls and platforms. From here they must survive for 1:30.
;Tips:
*Leaving the center will relocate players to starting center instead.
*Stealth skills can be used to complete the test without issue.
|-|Rank 5 =
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;Terminal Hacking Test
:This test requires players to hack six terminals within a time limit of 1:45. 
The player starts in the center encircled by terminals. From here they must hack three Grineer terminals and three Corpus terminals to pass the test.
;Tips:
*Failed hacks do not automatically fail the test, so long as they are completed before time limit ends.
*You may use Ciphers, despite the test's purpose.
|-|Rank 6 =
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;Target Tracking Test
:This test requires players to track targets quickly and accurately with their primary weapon.
The player starts the test standing on a brightly lit circular platform in a dark room encircled with metallic spheres. The metallic spheres will act as targets during the test. The player's camera will be turned toward the first target at the beginning of each round. The sphere that is currently the target will glow red. Once the player shoots the first target, lines will connect unlit spheres in succession before stopping at another glowing red target. The player must follow the lines to find the new target to be shot. This process will repeat itself until the test has ended.
;Tips:
*Upon missing the white sphere, the original red sphere will be voided, reverting into a normal sphere. A new red sphere will appear elsewhere, thus it is better to take your time aiming rather than attempting to rush your aim.
*If you take too long to hit the sphere, the test will move on to a new target. A 100% success rate is not necessary to pass the test, so again, take your time.
*Any accurate weapon with a large magazine size (to avoid wasted time reloading) will do nicely. Shotguns are also a viable option since the test counts one shot per round, not per pellets.
|-|Rank 7 =
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;Timed Exterminate Test
:This test requires players to eliminate three waves of enemies within 1:00.
The player starts in the center of a white room with pillars circling the center. Grineer, Corpus, and Infested units will spawn in waves and must be dispatched of before time ends. 
;Tips:
*Remain near the center of the room.
* or can help you find all enemies.
*Sentinels can help with eliminating targets.
|-|Rank 8 =
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;Movement Test
:This test requires players to jump across several platforms, with a varying distance between each one. Shooting the red orbs that appear spawns the next platform. Players have three tries to complete the test; any fall from the platforms counts as a try.
;Tips:
*This test is not timed, so give yourself some time to gauge each distance before you jump.
*Using advanced movement maneuvers (Bullet Jump, Double Jump, Wall Dash and Aim Glide) is necessary. If you have no experience with them, you can just keep attempting the test until successful (at Larunda Relay, Mercury, with Cephalon Simaris), as there's no longer a cooldown if you fail the test attempt. Note: bullet-jumping from a crouch rather than a slide makes this trial MUCH easier. 
*You are limited to your secondary weapon for this test, so make sure to bring one with at least some range (and not, say, Atomos), or you might have trouble reaching the spheres.
#First red orb: Bullet-jump to the platform. Remember to look up, not at the platform, while doing so, to jump higher.
#Second red orb: Double-jump to the first platform, then bullet-jump to the second.
#Third red orb: Bullet-jump to the platform.
#Fourth red orb: Bullet-jump towards the wall, then wall-jump up it to land on the platform at its top. Jump to the next platform.
#Fifth red orb: Bullet-jump towards the nearest, lower platform, again looking up. Then at the apex of your jump, aim-glide towards the platform in order to be able to reach it. Once landed, bullet-jump up to the final platform marked with a bright arrow.
|-|Rank 9 =
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;Stealth Test
This test requires players to make use of cover and track enemy movements in order to assassinate targets without being detected using their equipped melee weapon only. 
Players start in a room equipped with only their melee weapon. They make their way through three stages with increasing numbers of enemies and increasingly complexity patrol routes. Successful elimination of all enemies in a stage will unlock the next one.
Players are allowed three tries. Alerting an enemy counts as a try and will reset the stage. Falling off a platform does not count as a try. Also, there is no time limit.
At any point in time each enemy will be in one of 4 alert states: "Calm", "Investigative", "Suspicious" and "Alerted".
*"Calm" is the default state all enemies start in. They will be slowly patrolling along their predefined patrol routes, speaking random phrases in their language. They can be killed with a stealth finisher while in this state.
*"Investigative" is the state an enemy enters when they briefly see the player for a split second. E.g. showing to an enemy from behind the pillar then quickly hiding back in is what could cause this state to be activated from "Calm". They will pronounce a suspicion phrase that sounds like a question, and alter their patrol course to start moving to the point where they saw the player. The test does not yet fail if an enemy enters this state.
*"Suspicious" is when they see the player for longer still than what is required to enter "Investigative" state. E.g. falling off the platform in front of an enemy is an example of what could cause them to enter this state from "Calm". They will pronounce a suspicion phrase, then simply stop dead in their tracks and wait for a few seconds. In this state they cannot be killed with a stealth finisher. If they don't see a player within several seconds, they will fall back into "Calm" state and continue patrolling. The test does not yet fail if an enemy enters this state, and in fact it is quite possible to kill a nearby enemy that is transitioning from "Calm" into "Suspicious" state without failing the test.
*"Alerted", is the state an enemy in "Suspicious" state enters when they only glance momentarily at a player. The test instantly fails, even if you subsequently kill the enemy that entered this state.
;Tips:
*Primary and secondary weapons, as well as abilities and companions, are disabled.
*Ranged melee weapons like the or the can be used for taking out enemies from a safe distance.
**Note that the other Gunblades are not silent and cannot be silenced with any mods, although Banshee's Passive Ability can counter this.
*'s passive can make the player go invisible on Finishers.
*Enemies can see far ahead of them in a cone-shape that expands with more distance. The sounds of running, jumping and falling do not alert them. Swinging your weapon will not alert them either, except if they are in a close proximity.
*Enemies are also very weak; one melee hit kills them.
*Increasing field of view in the options helps in glancing around corners.
*Mods that increase enemy radar (, , ) are extremely useful. It is also useful to open the full map (default ) immediately on starting the test.
*Hitting will pause the test, which is very useful when following a video walkthrough.
;Walkthrough
*First stage: Three enemies. Kill the immobile enemy whose back is turned. Wait until one of the other two is hidden behind the pillars and the other has his back turned; run up to and kill that one. Then jump to the top of a pillar; the enemy can't see you there and you can jump down and kill him from behind at your leisure.
*Second stage: Four enemies, two at ground level and two on an elevated walkway. Run towards one of the pillars closest to you and jump up it; the lower two can't see you and you can jump down to kill them whenever it's convenient. Then move below the walkway, keeping the other two in view; they can't see you standing below them, so you can jump up behind them and kill them whenever they are far away from each other.
*Third stage: Six enemies, three in the courtyard enclosed by pillars nearer to you, and three towards the back. First, kill the nearer three: As soon as they appear, run towards the closest pillar on either side and hide. Wait until you are out of line of sight and kill the three enemies one at a time whenever convenient. Then, kill the two in the far corners: Move towards them, hiding behind pillars, and kill them when their back is turned. Finally, watch the last one on his small platform: when his back is turned, jump carefully up behind him and kill him.
|-|Rank 10 =
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;Disappearing Platform Test
:This test requires players to eliminate targets at range while maneuvering on platforms in a 3x3 grid that will permanently disappear after a few seconds of standing on them. 
The player will spawn in on a normal platform and the test will begin once you enter the grid area. You must kill all enemies spawning periodically atop five elevated platforms which line the far end of the grid. Once the player steps on a platform it will begin flashing increasing in speed until it disappears 8 seconds later.
Players have three chances to complete the test. Falling from the tileset counts as a try.
;Tips:
*The number of targets is always 15, or, approximately, 1.6 per platform.
*It is recommended to go on all the edge platforms then use the one in the very middle to make use of all platforms and provide additional time.
*There are invisible walls preventing players from accessing the elevated platforms.
*Using 's form can make this test trivial.
*Using a Continuous Hit-Scan weapon, such as the can make hitting targets easier.
*Using the can make the test inconsequential; as without having to aim precisely, you are free to focus on ensuring you have a safe platform to stand on. is suggested for this approach, but not required.
*It is possible to stand on a tiny protrusion on one of the enemy platforms removing the urgency to maneuver the disappearing platforms.
</tabber>
====Tests for Rank 11-20====
<tabber>Rank 11 =
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;Time Trial Test
:This test requires players to make their way through an obstacle course while shooting red orbs to increase the amount of time they have to finish the course. Each orb adds 5 seconds of time.
;Tips:
*Fast moving frames such as or are very handy for this test as speed can significantly ease completion. 
*Using 's can make it possible to reach the end of the test without the need to go through the entire course. Especially the maze towards the end as she can go over the walls.
*Be sure to bring hitscan weapons as well, as some orbs move. At one point, you will take a hovering platform slowly up, during which moving orbs will appear. It is critical to shoot these as the time it takes for you to reach the top may run your time out.
**Using the with is an easy way to hit all the orbs without much focus.
**Using the without focusing the beam-lasers is another easy way to hit the orbs.
*When attempting to complete the challenge, it is best to keep moving in the case that you miss an orb. Stopping to shoot the orb can result in you basically using the time you just gained.
*Using 's allows the player to fly through the test.
|-|Rank 12 =
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;Carousel Test
:This test requires players to eliminate enemies while being aware of their surroundings. 
Players start on a platform facing a carousel-like structure with two disks connected with a large pillar at their centers. Between the disks are a set of lasers which separate the quadrants of the disks and slowly rotate around the disks, essentially circling the "carousel".
The object of the test is to reach the carousel, eliminate 16 enemies spawning on the outer disk, all while avoiding the moving lasers.
;Tips:
*The lasers move at about walking speed, and position can be judged by the set in front of the player.
*The lasers heavily damage shields, but the player is permitted to use revives available to them if they die. 
** 's can prevent this instant kill.
** 's with augment can be used to easily pass this test, as players will be able to walk through lasers unharmed and will still be able to kill enemies on the outer ring.
** 's Rift Walk can be used to pass through the lasers unharmed.
**Using 's allows the player to fly above most of the lasers and towards the enemies, killing them easily.
** 's ability allows you to pass through the lasers unharmed. His passive 5 masteries of death can also allow you extra revives.
*A relatively accurate weapon is recommended, as the enemies are at mid to long range.
*Sentinels with or can help with eliminating targets.
*, its burst fire producing a projectile "fan" when mobile, makes this test trivial.
|-|Rank 13 =
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;Advanced Disappearing Platform Test
:This test requires players to eliminate enemies while remaining extremely mobile. 
Players start facing a number of platforms surrounded by walls which can be run across. Once the player touches a platform, it begins to flash increasingly rapidly and will disappear after a few seconds. The platforms are arranged with one in each corner, and three stacked vertically in the center.
Players have three tries to eliminate all enemies on surrounding platforms. Each fall counts as a try and returns all previously exhausted platforms.
Companions cannot be used in this test.
;Tips:
*The number of targets is always 16, or, approximately, 2.3 per platform. 
*Plan the order by which you will use the platforms, to avoid getting stuck in a corner.
*Utilize Power Wall Climbing to stand on top of walls and shoot enemies easier above disappearing platforms.
* can use her ability to take this test.
* can use her ability to hover above the platforms, and ignore the mechanic. Since you only start with 50 energy in the test, using either a Squad Energy Restore or is suggested.
*Similarly can use her charged ability to hover, delaying the need to move to the next platform.
*Using the makes this test extremely inconsequential, since the homing rockets fired out of the gun explode upon hitting the ground and deal splash damage.
|-|Rank 14 =
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;Advanced Exterminate Test
:This test requires players to eliminate three waves of enemies of levels 15-20.
The player starts on the first level of a tower with multiple cover points and must eliminate targets until they are warped to the next level. There are three waves with Grineer, Infested, and Corpus units respectively. 
;Tips:
*Be careful of the gaps in the level.
*Transference and Companions (except Venari) are disabled, so try to use a well-rounded loadout.
*It appears that there is no time limit.
*Enemy numbers: 10 Grineer, 20 Infested (including both crawlers and ospreys), 15 Corpus.
|-|Rank 15 =
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;Interception Test
:This test requires players to capture and hold points in an Interception mission.
;Tips:
*Some targets may not be standing on the same Interception point or are being blocked by consoles. Punch through will be of some use mitigating this issue.
*Vauban can use his Tether or Bastille to hold enemies in place to prevent them from capturing points. 
|-|Rank 16 = 
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;Defense Test
:This test requires players to defend a Cryopod for 3 waves of level 25 to 30 Corpus.
:*Wave 1: 8 enemies; Wave 2: 12 enemies; Wave 3: 16 enemies
;Tips: 
*Taking and using will help you complete this test easily. 
|-|Rank 17 =
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;Advanced Timed Exterminate Test
:This test requires the player to kill 30 Infested targets within a short time limit. Players can melee attack orbs that spawn to add extra time.
;Tips: 
*Taking and using can make the test fairly simple by having the twin use your primary weapon to kill the enemies while you use your melee to hit the orbs as they spawn. 
*There will be a sphere that upon destruction will grant the player +7 seconds. It can only be harmed with melee. 
**Thrown melee weapons like , and don't deal any damage to the spheres when thrown.
**Spin attack of can destroy the spheres. As the spheres have object-based health, line of sight is not required to damage them.
**The charge attacks from and cannot harm the spheres.
|-|Rank 18 = 
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;Advanced Defense Test
:This test requires the player to defend a Cryopod for 5 waves of level 25 to 30 Corpus.
:*Enemies per wave – Wave 1: 8; Wave 2: 12; Wave 3: 16; Wave 4: 18; Wave 5: 20.
;Tips: 
*Taking and using will help you complete this test easily. 
|-|Rank 19 = 
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;Stealth Rescue Test
:This test requires the player to destroy six orbs without being detected by the 12 patrolling Grineer Lancers, and then escort a rescue target to the extraction point.
;Tips: 
*The player gets three attempts to complete the test without detection, after which the test will fail.
*Primary and Secondary weapons are restricted, you only have access to your Melee weapon.
*Active warframe abilities are disabled, however passive abilities (such as 's Hush) remain in effect.
*Glaives are ideal for taking out enemies from a safe distance.
** increases the throw range of glaives, letting you kill the enemies without being close enough to be seen.
*The Heavy Attacks of Gunblades create noise and cannot be silenced with any mods, although Banshee's Passive Ability can counter this.
**Bug: After falling off the map the Gunblade may become unusable, and players can no longer aim glide. The only complete solution is to retake the trial since even failing the attempt in progress doesn't fix the issue. Workaround: assuming one managed to kill all the enemies beforehand, or at least the majority, it is possible to destroy an orb using jump kicks. One has to take a good running start, aim at the orb, run, bullet jump and press and hold crouch () while in the air until the orb is hit. This may not destroy it at first so it might take a few attempts. Moreover, the orb sometimes explodes spontaneously soon after hitting it.
*As of , equipment and gear items are disabled during the test.
**Archgun Deployer cannot be used.
*'s passive as well as mods such as , and will allow you to see enemies on the minimap, making locating and avoiding them easier. Using , , and will allow you to sneak up on enemies quicker, and will increase the further.
* Wisp's passive invisibility during jumps and aim-glide works very well with aim-glide mods and enemy radar. Jumping continually, landing behind and melee attack clears the map easily.
* will help you sneak up on the enemies, as this weapon reduces enemy visibility. You will need to ensure that it can damage the enemies quick enough or you will be detected.
*Using the can trivialize the test, because its unique ability (five seconds of invisibility on Finisher attacks) functions during the test.
*The best approach is to ignore the orbs and first observe the enemies' patrol patterns and eliminate them one by one. Once all enemies are down, get all the orbs, then get the rescue target. Most importantly DO NOT RUSH the test - a slow and methodical approach makes this test much simpler.
*Open Mission Progress with (} > View Mission Progress, or ) to see how many Grineer enemies have been killed so far. There is a total of 12 Grineer enemies in the test, and they never respawn once killed.
|-|Rank 20 = 
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;Archwing Time Trial Test
:This test requires the player to fly between two platforms in Archwing mode before the timer runs out. There is a series of rings between the two platforms that grant additional time of 2 seconds when flown through. The player starts out with 10 seconds.
;Tips: 
*Your Warframe's aura mod and max or nearly max will make quick work of this mission. You should also sprint (with toggle on) and immediately go for afterburners, and use blink between the rings.
**Using Blink will NOT take you through the rings, and thus will NOT add additional time.
*Naturally, take Itzal into this mastery test to grant you an upper edge on the challenge thanks to its higher base speed. 
**If you are not very well oriented with the maximum velocity of the Archwing, consider taking slower Archwing such as Odonata or Elytron to retain more control. You do not need to collect every ring, just make it to the platform at the end of the course.
</tabber>
====Tests for Rank 21-30====
<tabber>|-|Rank 21 = 
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;Timed Exterminate Test
:This test requires the player to kill 35 enemies before the timer runs out. The player must destroy several orbs with their melee weapon to extend the timer, which spawn in random locations around the map.
;Tips:
*The timer starts at 20 seconds, and each orb adds 15 seconds to the timer.
*A total of 8 orbs will spawn, after which the player will be unable to further increase the remaining time.
*Ranged melee weapons, such as the and 's can be used to destroy the orbs from a distance.
*The map is very vertical, and thus an agile loadout is preferred. Consider bringing a Bullet Jump mod to help travel between platforms.
*Utilizing a Warframe with AoE abilities such as , , and , will allow the player to eliminate enemies with minimal effort.
|-|Rank 22 = 
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;Arena 
:This test consists of three rounds requiring the player to kill 12 / 18 / 24 Executioners (level 40). The player is given 3 respawns before the mission will fail. Executioners will spawn in pairs, a maximum of 6 simultaneously. The first round has a speed boost modifier, the second round has a health drain modifier (drains 100 health periodically until you have 3 health, killing enemies restores all health) and the third round has a scaling enemies modifier. Falling out of the map uses one respawn.
;Tips
*Falling off the arena counts as a death. Take extra precautions to avoid the edge of the platforms or being knocked over them.
*As gear use is not allowed, it is advisable to equip , , or for energy regen/ability efficiency.
*'s can make quick work of the Executioners.
* is recommended to help counter enemy procs.
*Ammo is not replenished between rounds; bring ammo efficient weapons.
*There are ammo, health, and energy spawns scattered around the map; energy is marked on the map with a blue circle, ammo and health have no markers.
*Loki trivializes this test. Put on Vitality to minimize accidental death in the second round due to health drain.
|-|Rank 23 = 
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;Mobile Point Capture Test
:This test requires the player to capture 6 mobile control points before the timer runs out by standing within a radius as they move along set paths. Various types of Grineer enemies will spawn throughout the map, attacking the player as they capture the points. Capture progress will quickly decay while the player is outside of the white radius. The point will gradually turn green and then stop moving upon reaching 100%.
;Tips
*The player has 5 minutes to capture all 6 control points, with no way to increase the remaining time.
*The points can move very fast along certain paths, making it particularly difficult to aim at the surrounding enemies. Therefore, area-of-effect weapons and abilities are highly recommended.
*Control of an incomplete point will rapidly decay if it is not actively being captured.
*Area-of-effect crowd control abilities can trivialize the test if modded for sufficient range and duration.
*Some of the control points move much faster than base movement speeds. Equipping max rank , , and together grants enough speed for most Warframes to keep up with all but the fastest points with little effort.
*There are no sources of energy outside of enemy drops, so , and/or , and high Ability Efficiency are recommended.
*A high-duration is ideal as it will allow players to ignore incoming damage by utilizing .
* trivializes this test. Using Rift Walk at the beginning of the test, Limbo can remain in the Rift Plane indefinitely, effectively becoming immune to all damage for the duration of the test at no cost.
* An alternative way to make this test bearable would be to utilize Warframes with abilities that can distract or divert the enemies' attention.
**'s will divert enemy attacks while the speed boost allows her to catch up with the mobile control points. Equipping also lets Saryn heal up, further increasing her survivability.
**'s can take command of some of the enemies without needing to pause in order to cast it, creating a diversion as the enemies fight amongst themselves while providing ample time to focus on capturing mobile control points.
|-|Rank 24 = 
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;Operator Test
:This test requires the player to use their Operator to destroy an orb in the center of a small arena, while being attacked by Infested Brood Mothers. The player is given 3 respawns before the mission will fail.
;Tips
*Jumping off the platform doess not kill the player.
*The player has 3 minutes to destroy the orb, with no way to increase the remaining time.
*The Operator is stripped of their Amp, and thus must carefully choose between using energy for Void Sling, Void Mode, or Void Beam.
**In the past dying during the test allowed the player to use their equipped amp, but this is no longer possible.
*Despite how short the obstacles on the arena appear, they cannot be stood on, even using Void Sling.
*The orb's size and hitbox shrink as it takes more damage.
**If the player dies - this does not refresh the orb's hit points, giving an opportunity to finish it off after respawning.
**However orb's hit points will regenerate over time if it stops taking damage for a while.
*There are two respawning energy orbs on opposite sides of the arena. Use these to your advantage.
*Falling off the platform will not kill the Operator, but it is still recommended to be careful, as reappearing on the platform can trigger the heavy landing animation and leave them open to attack.
*Void Mode will detach Maggots, though it will not kill them and they and can leap back onto the player at will, lifespans excepting.
*Void Sling is effective for evading Maggots, and will also remove any Maggots attached to the Operator. Dashing through enemies will replenish a little energy as well as damage them.
**Dashing towards the Brood Mothers to knock them off platforms also provides time to concentrate on the orb.
* can help to paralyse enemies for a short duration.
*Brood Mothers can be killed, but more will spawn to replace them as the test progresses. There will never be more than two Brood Mothers at one time, excepting bugs/glitches.
|-|Rank 25 = 
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;Deployable Archwing Exterminate Test
:This test requires the player to use an Archwing deployed by the Archwing Launcher to traverse a multitude of floating platforms, killing 50 enemies before the timer runs out. The player can extend the remaining time by melee attacking the orbs that spawn on these platforms.
;Tips
*The timer starts at 28 seconds, and each orb destroyed will increase it by 20, up to a maximum of 29 seconds.
*Each platform contains a respawning Archwing that can be used to travel to another platform once it has been cleared.
*Blink maneuver can be used to traverse between platforms extremely quickly.
* is ideal for this test, as allows her to traverse the platforms without an Archwing and she can freely use the without exiting the ability.
*Enemies falling off the platforms do not count as kills; as such, Crowd Dispersion or melee weapons with high knockback may be undesirable.
**It is possible to complete the test without using any Archwing maneuvers as shown here
|-|Rank 26 = 
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right|400px
;Advanced Mobile Point Capture Test
:This test requires the player to capture 6 mobile control points within 5 minutes by standing within a radius as they move along set paths, while under constant fire from the Grineer. Capture progress will quickly decay while the player is outside of the white radius. The point will gradually turn green and then stop moving upon reaching 100%.
;Tips
*In contrast to the normal variant of this test:
**The Grineer enemies here are relatively high leveled (level 41-46). It is recommended to bring a Warframe that can sustain itself under heavy gunfire, such as , , or .
**The map in this test is much more vertical and open, increasing the overall heavy gunfire that must be endured.
**You can use your Operator.
**The mobile points move even faster, and they can move along a vertical path.
*Much like the normal variant, the player has 5 minutes to capture all 6 control points, with no way to increase the remaining time.
*There are no sources of energy outside of enemy drops, so , high Ability Efficiency, and/or , and Zenurik's are recommended.
* or are ideal as they can ignore incoming damage by utilizing Rift Walk or , respectively.
* can also make the test easy, as her will divert enemy attacks while the speed boost allows her to catch up with the mobile control points. Equipping also lets Saryn heal up, further increasing her survivability.
* can also make the test easy, by slotting mods for efficiency and duration such that her can last for over 50s, giving Nocturne commensurate duration.
|-|Rank 27 =
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right|400px
;Index Banking Test
:This test requires the player to collect 100 points and bank them within 5 minutes by moving around and grabbing points and banking them. The test will complete when the player has banked 100 points. Lvl25+ Grineer units will spawn during the mission, gradually increasing in level as time passes.
;Tips
*Unlike The Index, you have to activate the deposit point to manually bank points.
*The map is very open to grab points using frames like , , or to teleport around.
*Using Zenurik Tree on your Operator with max bound "Void Flow" to dash around is a fast way to complete this test.
*Orange orb locations are on the higher ground, worth 3 points each.
*Blue orb locations are on the lower ground and between platforms, worth 1 point each.
*Killing Grineer enemies marked with red color will drop an Orange orb worth 3 points.
*Orbs respawn when the player banks them in for points.
*It is possible to keep enemies at low level during the whole 5 minutes by not killing them. Making them less dangerous while the player is running around collecting points.
*Orbs are affected by and . Utilizing in combination with 's makes this test very easy.
|-|Rank 28 =
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right|400px
;Condensed Thermia Extermination Test
:This test requires the player to eliminate 60 enemies within certain time limits. The enemies are initially invulnerable and colored in red, requiring the player to pick up canisters of Condensed Thermia, at most 7 of which will spawn on a schedule in 7 specific different locations throughout the map. The order of the 7 spawn locations is always the same. These canisters must be thrown at enemies (default: ) to make them vulnerable, changing the enemy color from red to cyan. The first canister will spawn 5 seconds after the test starts, and each canister will expire 20 seconds after spawning in, with the expiration timer not stopping when the canister is picked up (however it is stopped once the player has thrown the canister and it is falling). Once a canister is thrown, the next one will spawn in 10 seconds (reduced to 5 seconds if the canister expires without being thrown). If 60 enemies are not killed within 15 seconds of throwing the 7th canister (or within 5 seconds of it expiring without being thrown) - the test will fail. This implies that the maximum possible time the test can run for is 3 minutes 40 seconds (but it will be shorter if canisters are thrown before their 20 second expiration timer, or if some canisters expire before being thrown). This test uses the canister throwing game mechanics first seen in the Exploiter Orb fight but adapted for extermination.
;Tips
*Because the maximum number of canisters is limited to 7 - it is recommended to throw the canisters into clusters of enemies to maximize their effectiveness.
** and can be used to pull enemies into a cluster.
**Certain warframe abilities can also pull enemies into a cluster ('s , 's in Vortex mode, 's , 's short-tap , or 's ), built with high Ability Range. Stay aware of your energy however as Parasitic Eximus units will spawn during this test.
*Enemies need to be killed quickly after throwing a canister as the next canister will always spawn 10 seconds after the current one is thrown with the 20 second canister expiration timer immediately starting upon spawning in even if the player is still busy killing the enemies from the previous canister.
*As the order of the 7 spawn location is always the same - memorising the order of canister spawn locations may be helpful in order to start moving closer towards the next canister spawn location a few seconds before a canister spawns in there.
*Gear items (except vehicles such as Archwing or K-Drive) may be used for this test. Summoning an On Call Crew and commanding them to "Hold position" (default: while being close to the crew member) will cause the nearby enemies to attack the initially invulnerable crew member thus causing enemies to cluster in that spot (note that the crew member will become vulnerable to enemy damage if a canister is thrown closeby). Periodically dropping a Squad Energy Restore can help to supply energy for any warframe abilities needed.
*Operator Void Slings are a great way to get to the Thermia canisters quickly, especially with and , and the Operator can carry the canisters even while in void mode (but will drop it on transference in, although if the frame is holding holding a canister - this will continue to be held on transference out/in). also works very well for rapidly reaching canisters with (however if a canister is held - it will be dropped if Razorwing is activated).
|-|Rank 29 =
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;Advanced Timed Extermination Test
:This test requires the player to eliminate 100 enemies, with enemy levels starting at 50 and ending at 110. The player is given a 14-second countdown timer to kill waves of enemies, each enemy kill resets the timer by 2 seconds. Every 10 enemies killed the test conditions get harder:
*10 enemies: enemy level +10
*20 enemies: enemy level +20
*30 enemies: enemy health +50%
*40 enemies: enemy level +30
*50 enemies: max timer -3s
*60 enemies: enemy level +40
*70 enemies: enemy armor +50%
*80 enemies: enemy level +50
*90 enemies: enemy level +60
:If the player dies or runs out of time, they will start again from 0 kills, and have 3 attempts total to succeed.
;Tips
*'s , combined with some Energy Restores, can make this test trivial. Do not forget to use (with recommended) beforehand to improve her survivability especially later in the test with higher level ranged enemies.
*Strategically deployed near targeted ranged enemies, decoys by and can both help draw fire from faraway ranged enemies and pull melee-type enemies closer for a faster kill.
**Additionally, Loki's will force ranged enemies to go in melee and close in, making them far easier to take out. It is not recommended to have equipped, however, as enemies might chase down other enemies due to the proc.
*Ammo is not restored between attempts; the relatively low number of enemies combined with their buffs will make ammo efficient weapons and/or Ammo Restore gear important.
|-|Rank 30 = 
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;Advanced Survival Test
:This test requires the player to kill in each of 5 stages (or waves) a number of level 60-100 enemies (colored in cyan) from all different factions, then level 90-130 Arbitration Shield Drone together with 1-9 level 100-140 Eximus "bosses" (colored in red and highlighted with a globally visible red "target" icon), and finally interact with the Life Support Capsule (highlighted with a globally visible yellow "interact" icon) all while under Survival-style conditions (albeit with a much accelerated depletion timer and an instant failure upon depletion). After killing the bosses, the player must activate a single use Life Support Capsule to trigger the next stage - including one final capsule after killing stage 5 bosses to pass the test.
* Stage 1: 20 level 60 enemies, 2 bosses:
** Arbitration Shield Drone (level 90)
** Napalm (level 100 Eximus)
* Stage 2: 25 level 60-70 enemies, 4 bosses:
** Vapos Nullifier (level 110 Eximus)
** Terra Crewman (level 110 Eximus)
** All bosses from stage 1 respawning at levels 100-110
* Stage 3: 30 level 70-80 enemies, 6 bosses
** Juno Shield Osprey (level 120 Eximus)
** Corrupted Bombard (level 120 Eximus)
** All bosses from stage 2 respawning at levels 110-120
* Stage 4: 35 level 80-90 enemies, 8 bosses:
** Corrupted Heavy Gunner (level 130 Eximus with the Steel Path modifications)
** Brood Mother (level 130 Eximus)
** All bosses from stage 3 respawning at levels 120-130
* Stage 5: 40 level 90-100 enemies, 10 bosses:
** Nox (level 140 Eximus with the Steel Path modifications)
** Tusk Mortar Bombard (level 140 Eximus)
** All bosses from stage 4 respawning at levels 130-140
* The test may be paused (default: ).
* Life support depletes at a rate of 1% every 0.66 seconds (which is therefore 2.25 times faster than every 1.5 seconds in regular Survival), and the test will instantly fail when this reaches 0%. It initially starts at 107%, which is therefore 71 seconds before the test fails, but can be replenished up to 100% (giving 66 seconds) in 2 ways:
** Mobs will occasionally drop Life Support Modules when killed (highlighted with a globally visible yellow icon; these can be picked up either by walking over them, or by walking nearby with / equipped on the Companion), extending the timer when picked up by 10% (i.e. by 6.6 seconds).
** Each of the 5 end-of-stage single use life support capsules when activated increases timer by 35% (i.e. by 23.1 seconds).
* In case the player gets killed during the test, they will simply respawn on the same spot, but will start again with 100 Warframe energy.
* Being knocked off or jumping off a platform does not kill the character. This includes both the player, ordinary mobs and bosses - they will simply respawn shortly near their jumping off location.
* Companions, Operator and most gear items (including Archguns) can be used during the test, but vehicles (such as Archwing, Necramech) and non-companion allies (such as Specters) - cannot.
; Tips
* Crowd control and Sprint Speed are both essential considerations for this test, as killed mobs drop crucial Life Support Modules that when picked up extend the test's timer.
** Bring weapons that excel in crowd control such as , , , and secondary-type .
** Operator abilities as well as arcanes and can help both cluster enemies together and do Area of Effect damage.
** 's , with good Health and energy sources (, , 's ), can quickly dispose of mobs and most bosses, as long as they are not protected by the Arbitration Shield Drone, which is not targetable by the Regulator pistols and thus are needed to be taken down by traditional means. Equipping is recommended to help circle around obstacles to take out hiding enemies.
** 's and s are powerful crowd control abilities that will help eliminate mobs en masse.
** 's , combined with high Ability Range and good Ability Strength, can make short work of surrounding mobs, while can help her move faster.
** Warframes built with high Ability Range and possessing abilities that pull enemies into a cluster ('s , 's in Vortex mode, 's , 's short-tap , or 's ), will also help deal with the mobs and make Life Support Module pickups more convenient to pick up. Be aware of your energy reserves, however, as Parasitic Eximus units will spawn during this test.
** infused with can trivialize this test, as enemies around her are significantly slowed and leaving them extremely vulnerable to attacks. This is markedly better when combined with and high Ability Strength.
** Companions join the player during the test. Bringing Nautilus with the precept clusters enemies together for an easier clear, and can help collecting Life Support modules (just note that it makes harder to kill bosses as they will be randomly shifted about the map just as any other enemy, however on the balance the benefit of faster enemy kills seems to be more important).
* The Nox at Stage 5 is arguably the toughest of all the bosses due to his higher stage 5 level, innate damage reduction while his glass cover is not broken, combined with his Steel Path modifications.
** As of Update 30, knocking him off the platform will simply teleport somewhere nearby his knock-off location (it has been reported to have killed him in the past, but this is no longer the case).
</tabber>
====Tests for Legendary 1-10====
<tabber>|-|Legendary 1 = 
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;Legendary Exterminate Test (Primary)
:This test requires players to exterminate three waves of level 80-85 Terra Corpus with their primary weapon. All Warframe abilities and the Operator are disabled.
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 15, 30 and 45 enemies within 1:00, 1:30 and 2:00 for each wave respectively.
;Tips:
*Keep in mind that all humanoid Terra Corpus variants resist 75% of all , , , and damage done to their health, so mod your primary weapon accordingly.
*Reserve ammo is not consumed throughout the test.
*Due to the high level of enemies and inability to use abilities, Warframes with high base tankiness (, , , , ) or innate invisibility () are highly recommended to endure the fight. Equipping further helps reinforce survivability.
|-|Legendary 2 = 
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;Legendary Exterminate Test (Secondary)
:This test requires players to exterminate three waves of level 80-85 Tusk Grineer with their secondary weapon. All Warframe abilities and the Operator are disabled.
The player starts in the center of a room encircled by eight pillars. From here they must eliminate 10, 20 and 30 enemies within 1:00, 1:30 and 2:00 for each wave respectively.
;Tips:
*Reserve ammo is not consumed throughout the test.
*Due to the high level of enemies and inability to use abilities, Warframes with high base tankiness (, , , , ) or innate invisibility () are highly recommended to endure the fight. Equipping further helps reinforce survivability.
**Due to the test using exclusively high-level Grineer enemies, modding for and/or damage is highly effective.
|-|Legendary 3 = 
;Legendary Exterminate Test (Melee)
:This test requires players to exterminate three waves of level 80-85 Tusk Reavers, Terra Shockwave MOAs, and Tusk Heavy Gunners with their melee. All Warframe abilities are disabled.
The player starts in the center of a room with four pillars, one in every cardinal direction. From here they must eliminate 10, 20 and 30 enemies within 1:00, 1:30 and 2:00 for each wave respectively.
;Tips:
*Due to the high level of enemies and inability to use abilities, Warframes with high base tankiness (, , , , ) or innate invisibility () are highly recommended to endure the fight. Equipping further helps reinforce survivability.
**As the test enemies employ a lot of knockdown attacks that can chip away the test's countdown timer, equipping mods that allow knockdown resistance (such as ) or quick recovery from it (such as ) will help mitigate the issue.
*A melee weapon with innately high status chance (such as a , , or ) and trivializes this test, as constantly hitting enemies and causing guaranteed procs will ensure you get healed.
**Due to the test featuring largely high-level Grineer enemies, modding for and/or damage is highly effective.
*You can go into Operator/Drifter mode during this test, allowing you, if needed, to use your Amp to shoot down Heavy Gunner/Tusk Heavy Gunners that appear on the third wave.
|-|Legendary 4 = 
;Legendary Survival Test
:This test requires players to endure an unlimited onslaught of level 100 Deimos Infested for 2 minutes.
;Tips:
*Stealth skills, including the Operator's Void Mode, can be used to complete the test without issue.
Using Limbo trivializes the test, requiring a single button press, Roll, then waiting 2 minutes.
|-|Legendary 5 =
|-|Legendary 6 = 
|-|Legendary 7 =
|-|Legendary 8 =
|-|Legendary 9 =
|-|Legendary 10 = 
</tabber>
===Mastery Ranks Allocation===
*Experience needed for each level, up to MR 30, is calculated by the formula: 2,500 (Rank2)
*For Legendary ranks: 2,250,000 + (147,500 * Legendary rank #)
Rank Image	Rank Name 	Rank Number	Next Rank Requirement	Total XP Required	Test 	Note
 	Unranked 	0 	2,500 	0 	None 	-
 	Initiate 	1 	7,500 	2,500 	Primary Test 	
CorpusRank 1-3
 	Silver Initiate	2 	12,500 	10,000 	Sidearm Test 	GrineerRank 1-3
 	Gold Initiate 	3 	17,500 	22,500 	Melee Test 	GrineerRank 1-3
 	Novice 	4 	22,500 	40,000 	Survival Test 	InfestedRank 12-15
 	Silver Novice 	5 	27,500 	62,500 	Terminal Hacking Test 	
 	Gold Novice 	6 	32,500 	90,000 	Target Tracking Test 	
 	Disciple 	7 	37,500 	122,500 	Timed Exterminate Test 	All FactionsRank 10-15
 	Silver Disciple	8 	42,500 	160,000 	Wall Dash Test 	
 	Gold Disciple 	9 	47,500 	202,500 	Stealth Test 	GrineerRank 1
 	Seeker 	10 	52,500 	250,000 	Disappearing Platform Test 	GrineerRank 1
 	Silver Seeker 	11 	57,500 	302,500 	Time Trial Test 	
 	Gold Seeker 	12 	62,500 	360,000 	Carousel Test 	GrineerRank 1
 	Hunter 	13 	67,500 	422,500 	Advanced Disappearing Platform Test 	GrineerRank 1
 	Silver Hunter 	14 	72,500 	490,000 	Advanced Exterminate Test 	All FactionsRank 20-25
 	Gold Hunter 	15 	77,500 	562,500 	Interception Test 	
GrineerThree TowersRank 15-20
 	Eagle 	16 	82,500 	640,000 	Defense Test 	Corpus3 Waves
 	Silver Eagle 	17 	87,500 	722,500 	Advanced Timed Exterminate Test 	Infested35 Targets
 	Gold Eagle 	18 	92,500 	810,000 	Advanced Defense Test 	
Corpus5 WavesRank 27-30
 	Tiger 	19 	97,500 	902,500 	Stealth Rescue Test 	
GrineerRank 15
 	Silver Tiger 	20 	102,500 	1,000,000 	Archwing Time Trial Test 	
 	Gold Tiger 	21 	107,500 	1,102,500 	Timed Exterminate Test 	
GrineerRank 26
 	Dragon 	22 	112,500 	1,210,000 	Arena Test 	GrineerRank 40+
 	Silver Dragon 	23 	117,500 	1,322,500 	Mobile Point Capture Test 	GrineerRank 40
 	Gold Dragon 	24 	122,500 	1,440,000 	Operator Test 	InfestedRank 15
 	Sage 	25 	127,500 	1,562,500 	Deployable Archwing Exterminate Test 	GrineerRank 25
 	Silver Sage 	26 	132,500 	1,690,000 	Advanced Mobile Point Capture Test 	GrineerRank 41-46
 	Gold Sage 	27 	137,500 	1,822,500 	Index Banking Test 	GrineerRank 25+
 	Master 	28 	142,500 	1,960,000 	Condensed Thermia Extermination Test 	
 	Middle Master 	29 	147,500 	2,102,500 	Advanced Timed Extermination Test 	All FactionsRank 50-110
 	True Master 	30 	147,500 	2,250,000 	Advanced Survival Test 	All Factions
 	Legendary 1 	1 	147,500 	2,397,500 	Legendary Exterminate Test (Primary) 	CorpusRank 80-85
 	Legendary 2 	2 	147,500 	2,545,000 	Legendary Exterminate Test (Secondary)	GrineerRank 80-85
 	Legendary 3 	3 	147,500 	2,692,500 	Legendary Exterminate Test (Melee) 	GrineerRank 80-85
 	Legendary 4 	4 	147,500 	2,840,000 	Legendary Survival Test 	InfestationRank 100
===Total Mastery===
;Notes
*Tables exclude China-version exclusives: .
*Kubrow count includes .
*Kavat count includes and .
*In-game profile stats for Star Chart XP includes XP from completing Junctions.
*Not all Star Chart nodes give Mastery XP so players can have the max amount without completing all missions. See individual Star Chart region articles for Mastery XP provided by each node.
*In-game "Companions" Mastery breakdown includes Plexus.
*Items that can rank up to 40 include Kuva weapons, Tenet weapons, Necramechs, and .
*Consoles do not have access to , , and (total Mastery of 12,000) as those were Founder exclusive.
====Mastery Checklist====
===Exclusive Mastery===
===Hidden Mastery===
==Mastery Rank Benefits==
Higher Mastery Ranks grants several benefits. These include access to equipment and certain game content such as quests, and raises the cap of certain limiters such as mod capacity, Void Traces, Extractors, Focus, and Syndicate.
===Equipment Unlock===
===Other Benefits===
*Unranked equipment in the inventory will begin with a mod capacity equal to the player's current Mastery Rank, with the maximum being 30 for Mastery Rank 30 (60 for equipment with a Orokin Reactor/Orokin Catalyst equipped, before aura and stance bonuses). Though this will not affect the maximum capacity in any way, it provides higher-ranked players with a significant starting benefit, especially towards polarized equipment.
**This also applies for Legendary ranks on equipment whose ranks can be increased above 30. For example, Legendary 1 increases the minimum capacity to 31 (62 with an Orokin Reactor/Catalyst).
*After polarizing Warframes, Archwings, and Necramechs, equipment will retain ability unlocks and/or ranks as if the equipment's rank were equivalent to the player's mastery rank (stats will still reset to rank 0, however).
*Each rank-up increases the daily maximum Syndicate standing by (starting from for [MR0]).
*Each rank-up increases the maximum accumulation cap of Void Traces by 50 (starting from 100 for [MR0]).
*Each rank-up increases the daily maximum of Focus points earned through Focus Lenses by 5,000 (starting from 250,000 for [MR0]).
*Each rank-up increases the maximum enemy level in the Simulacrum by 5 (starting from 30 for [MR0]).
*Each rank-up for Legendary ranks awards a Legendary Core.
*Each rank-up awards a Mastery Slate Orbiter Decoration.
*The Mastery Sigil changes in aesthetic design every 3 ranks; as Sigil color is defined by the player; having a bronze, silver, or gold mastery rank does not affect the available Sigil colors in any way. Players have no way of reverting the cosmetic Sigil back to previous designs if they complete the next bronze Mastery Rank test.
*The number of Extractors a player can deploy is Mastery Rank dependent, starting at one and increasing by one with Mastery Ranks 5 and 10; with Founders and/or Prime Access status granting an additional drone each.
Mastery Rank	Specific Unlocks/Benefits
MR0 	
*The daily maximum Syndicate standing is .
*The maximum accumulation cap of Void Traces is 100.
*The daily maximum of Focus points earned through Focus Lenses is 250,000.
*The player is able to deploy 1 Resource Extractor at a time.
*A free Loadout slot in the Arsenal, with each even-numbered rank attained before 30 giving another one (note that additional slots can be purchased for each at any time regardless of the player's current rank).
MR1 	
*Unlocks level 10-30 Bounties.
MR2 	
*Unlocks Trading. The amount of trades a player may complete per day is equal to the player's current mastery rank.
*Unlocks level 20-40 Bounties.
MR3 	
*Unlocks access to faction Syndicates.
*Unlocks level 30-50 Bounties.
*Unlocks The Waverider quest.
*Unlocks Mirror Defense on Tyana Pass, Mars.
MR4 	
*Unlocks The Deadlock Protocol quest.
MR5 	
*Unlocks the ability to deploy a second Resource Extractor.
*Unlocks Councilor Vay Hek Assassination mission on Oro, Earth.
*Unlocks level 40-60 Bounties.
*Unlocks Sands of Inaros quest.
*Unlocks Sorties.
*Unlocks Kuva Siphon missions.
*Unlocks Kuva Liches and Sisters of Parvos.
MR7 	
*Unlocks The Silver Grove quest.
MR8 	
*Unlocks all faction Syndicate Melee weapons.
*Unlocks access to all Relays.
*Minimium rank required to use and trade Riven Mods.
*Allows purchasing the Helminth Segment from Son, giving access to Helminth's ability to subsume Warframes, inject abilities, and invigorate Warframes with week-long buffs.
MR10 	
*Unlocks the ability to deploy 3 Resource Extractors simultaneously.
*Unlocks ability to auto-slot Ayatan Stars into Ayatan Sculptures.
*Unlocks ability to purchase more Mod Config and Appearance Config slots (max 3 more slots per item).
*With The Steel Path unlocked, unlocks the ability to launch The Steel Path Bounties for open world missions.
MR11 	
*Unlocks Trading Legendary Arcane Enhancement.
MR12 	
*Unlocks all faction Syndicate Primary weapons.
MR15 	
*Unlocks all Market, Syndicate, and clan Research weapons.
*Unlocks almost all game content to date, with the exception of some Riven Mods and most Tenet weapons.
MR16 	
*Unlocks the final rank requirement for equipping Riven Mods.
*Unlocks all Tenet weapons.
MR30 	
*+3 Umbra Forma
*+15 Loadout Slots
*+30 Riven Mod Slots
*True Master Chat Emoji (:truemaster: and :truemasteralt:)
*True Master Emote
*True Master Sumdali (Landing Craft Hull Ornament)
*True Master's Font (Relay Blessing)
**A Blessing Altar appears in the main hall of any Relay. An MR30 player can use this altar once every 23 hours to bless all Tenno present in the relay with one of the following effects for 3 hours: 
***+25% Affinity gain
***+25% Credits gain
***+25% Resource Drop Chance
***+25% Base damage
***+25% Base health
***+25% Base shield
**Stacks with Affinity Booster, Credit Booster, and Resource Drop Chance Booster.
** Different blessings can stack. However, receiving the same blessing will refresh its duration.
*Polarizing a Warframe at least once will bypass the Rank 30 Warframe requirement for Sorties, Elite Sanctuary Onslaught, Arbitrations, and Archon Hunts.
===Indirect Mastery Locks===
*Although normal Warframes do not have a lock, certain frames can only be obtained after achieving certain Mastery Ranks, barring Trading or the Marketplace:
**Places, which are MR-locked:
***[MR5]:
**** is only obtained by defeating Councilor Vay Hek, whose mission node can only be selected once above MR5.
****'s components require mission keys purchasable via Arbitrations, which require all mission nodes on the Star Chart, including the MR-locked Vay Hek node.
**Quests, which are MR-locked:
***[MR2]:
**** Neuroptics is only available through LV20-40 bounty.
***[MR3]: 
**** is only available through The Waverider.
***[MR4]:
**** is only available through The Deadlock Protocol.
***[MR5]: 
**** is only available through Sands of Inaros.
***[MR7]: 
**** is only available through The Silver Grove.
* A majority of Archwing weapons are built via parts purchasable only from Syndicates ([MR3]), with the exception of:
** from the Market, which requires [MR4], though its components are available from Syndicates.
**, , and from Clan Research, and only require Resources to build. The Knux does not have a Mastery Rank lock, while the Grattler and Larkspur have locks of 4 and 8 respectively.
** from Baro Ki'Teer, which has no Mastery Rank lock and is purchased as is.
** from Fomorian Sabotage, which requires [MR5] and its components are also rewarded from Fomorian Sabotage.
===Bypassing Mastery Locks===
*There are bundles on the market which allows the player to obtain an equipment at an earlier rank:
*Accompanying other players who have access to certain Boss nodes can allow crafting , , , , , and before fulfilling Junction requirements.
==Notes==
*Minimum Mastery Rank requirement only applies to trading and crafting from a blueprint; if the equipment can be placed into one's Arsenal (such as through Prime Access, as a quest or event reward, ready-to-claim Foundry items most notably Kuva and Tenet weapons, etc.), it will bypass the lock. For example, cannot be crafted until Rank 10, but any player who completes The Second Dream will be awarded a crafted weapon regardless of their rank.
*Before the Stalker was given a stricter ruleset, he could appear during the Mastery Rank Tests.MR 12 test + Stalker
*'s, Kuva Lich Weapons, Tenet Weapons, and Necramechs maximum rank increases by 2 every time it's polarized, up to 40 at 5 polarizations. These 10 extra ranks will grant Mastery Points like normal.
*Resources dropped during the test seem to be identical to those dropped in the Void.Mastery Test drops
*Current Mastery Points rewarded for Star Chart completion has been reduced from 14,627 to 14,579. The cause or intention for this change is currently unknown. 
==Bugs ==
* Failing a practice test will still increase "Missions failed" stat in Player's profile.
==External Links==
*Warframe Mastery Helper by Anders Brandt
==Trivia ==
*If a player reaches a Mastery Rank that the developers haven't developed a unique Mastery Rank test for it, the game will reuse the previous Mastery Rank's test.
*Prior to , Mastery Rank 30 was called "Grand Master".
* The "Practice" mode from the rank-up prompt and Cephalon Simaris' Relay room for the next available test has been removed as of . In the Relay room, it has been replaced with a display showing the Mastery experience required to initiate the test. These changes were made because the cooldown penalty for failing a test has been removed.
==See Also==
*Exclusive Mastery
==References==
==Patch History==
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Category:Mastery
Category:Mechanics
Category:Update 7
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