GK2DB Graveyard Keeper 2 database

Mastery

Mastery measures your skill in five branches. Each workbench, and most things you can work on, belongs to one of them, and plenty of recipes carry a mastery requirement. Mastery decides three things: whether a job can begin, how much progress each tool swing makes, and, for autopsies and cooking, the quality of the result.

In game the branches appear only as coloured icons:

Branch Tools that count Jobs it covers
Building Axe, pickaxe Most tree felling, mining, junk clearing, carpentry, masonry, pottery
Farming Shovel, fishing rod Garden beds, cooking, brewing, stumps and bushes, fishing
Smithing Hammer, small tools Furnace, anvils, smithy, jewellery, glass
Book writing Books, talismans Writing desk, paper, printing, the Study Table
Anatomy Surgical kits, alchemist’s kits Autopsy, embalming, alchemy, resurrection

Where mastery comes from

Four things stack together:

Talent. Each branch starts at 0 and rises with the nodes you buy on the talent tree; every branch’s first node is “Branch mastery +1”. You earn the talent points for those nodes by levelling a branch through inspirations.

Toolbar tools. Every tool on the toolbar that belongs to a branch adds to it, whether or not it’s the one you’re holding.

Tool material Bonus (axe, shovel, pickaxe, hammer)
Rusty 1
Bronze 2
Iron 4
Steel 6

There’s one toolbar slot per tool kind, so equipping a bronze axe bounces the rusty one to your backpack. With two tool kinds per branch, no more than two tools ever count toward a branch.

Perks that grant mastery, but only on the specific recipes they name.

Food, lasting 7.5 minutes (one in-game day):

Dish Bonus
Vegetable salad Anatomy +1, +2 or +3 by star grade
Bowl of sauerkraut Book writing +1 to +3
Muffin Farming +2
Pumpkin soup Building +2
Soldier’s stew Smithing +2

The salad is the earliest you can cook; the other four each need a Cooking technology of their own.

Being under the requirement

The effect of falling short depends on the job:

Job type Below the requirement
Ordinary recipes Won’t start.
Autopsies and star recipes (most cooking) Can start with 1 or more mastery in the branch. Each swing then succeeds with odds of roughly mastery ÷ requirement. Misses still push the job along, so it completes, just with fewer successes: fewer stars, or a botched autopsy. Item Stars lists every recipe’s star lines.
Garden beds and fishing Planting or casting needs Farming 1, regardless of crop or fish. Harvesting a ripe bed needs nothing. Digging a fresh bed is the odd one out at Farming 2.

Meet the requirement and no swing fails: autopsies always extract cleanly and dishes always come out with three stars.

For instance, skin removal wants Anatomy 1, 3 or 6 for low, middle and top quality. At Anatomy 2, a middle-quality skin lands roughly two swings out of three.

Faster work, less energy

Beyond the requirement, extra mastery speeds things up. Each swing advances the job by mastery ÷ requirement steps, rounded down, capped at 3. Since energy is billed per swing rather than per step, working at double the requirement halves both the swings and the energy.

Notes

  • Your best tool of each kind belongs on the toolbar. It counts even while you hold something else, and an older tool of the same kind can’t share the bar with it.
  • Anatomy begins at 0, which rules out organ removal at first; pickpocketing a corpse has no requirement and always succeeds. Surgical kits can’t be crafted until the Jewelry Table, so early Anatomy comes only from talents and vegetable salad.
  • Planting needs a shovel on the toolbar. Garden beds require Farming 1, which the shovel supplies; a brand-new bed takes Farming 2, more than the rusty shovel alone provides. Fishing rods add Farming as well, which is why you can fish as soon as you own one.
  • Some trees are Farming, not Building. Four kinds of old tree fall under Farming, so an axe doesn’t help with them. The rest are Building.
  • Workers bring their own mastery. Zombies use their own talents, never yours.