Financial Institutions: Mastery Test


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The following was published with the financial statements to American Exploration Company.
AMERICAN EXPLORATION COMPANY Notes to the Financial Statements \begin{array}{c} \textbf{AMERICAN EXPLORATION COMPANY}\\ \textbf{Notes to the Financial Statements}\\ \end{array} AMERICAN EXPLORATION COMPANY Notes to the Financial Statements
Property, Plant, and Equipment—The Company accounts for its oil and gas exploration and production activities using the successful efforts method of accounting. Under this method, acquisition costs for proved and unproved properties are capitalized when incurred. The costs of drilling exploratory wells are capitalized pending determination of whether each well has discovered proved reserves. If proved reserves are not discovered, such drilling costs are charged to expense. Depletion of the cost of producing oil and gas properties is computed on the units-of- activity method. \begin{array}{l} \text{Property, Plant, and Equipment—The Company accounts for its oil and gas exploration and}\\ \text{production activities using the successful efforts method of accounting. Under this method,}\\ \text{acquisition costs for proved and unproved properties are capitalized when incurred. The costs}\\ \text{of drilling exploratory wells are capitalized pending determination of whether each well has}\\ \text{discovered proved reserves. If proved reserves are not discovered, such drilling costs are charged}\\ \text{to expense. Depletion of the cost of producing oil and gas properties is computed on the units-of-}\\ \text{activity method.}\\ \end{array} Property, Plant, and Equipment—The Company accounts for its oil and gas exploration and production activities using the successful efforts method of accounting. Under this method, acquisition costs for proved and unproved properties are capitalized when incurred. The costs of drilling exploratory wells are capitalized pending determination of whether each well has discovered proved reserves. If proved reserves are not discovered, such drilling costs are charged to expense. Depletion of the cost of producing oil and gas properties is computed on the units-of- activity method.
Instructions
Write a brief memo to your instructor discussing American Exploration Company’s note regarding property, plant, and equipment. Your memo should address what is meant by the “successful efforts method” and “units-of-activity method.”
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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 and also successfully completing Junctions and nodes on the Star Chart .
In-game, every rank after MR30 is called a 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."
- 1.1 Mastery Points
- 1.2.1 Tests for Rank 1-10
- 1.2.2 Tests for Rank 11-20
- 1.2.3 Tests for Rank 21-30
- 1.2.4 Tests for Legendary Rank 1-10
- 1.3 Mastery Ranks Allocation
- 1.4 Total Mastery
- 1.5 Exclusive Mastery
- 1.6 Hidden Mastery
- 2.1 Equipment Unlock
- 2.2 Other Benefits
- 2.3 Indirect Mastery Locks
- 2.4 Bypassing Mastery Locks
- 5 External Links
- 8 References
- 9 Patch History
Increasing Mastery Rank
Mastery points.
To increase Mastery Rank, a player must earn Mastery Points through the following methods:
- Kitguns, Zaws, and Amps 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 and will continue to grant 200 mastery points for each additional level until they reach Rank 40.
- 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 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.

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

Mastery Test prompt with option to practice
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 next Mastery Rank test will also be available for practice and, if eligible, for rank up in Cephalon Simaris ' Relay room, alongside the player's past completed Mastery Rank tests.
There is a 24-hour lapse in between consecutive attempts, whether having failed and to retake the current test or having succeeded previously and to qualify for the next rank.
It is recommended players go along the right aisle of the Cephalon Simaris room in most relays to practice for the current test beforehand. Outside of practice mode, inability to complete a test due to forfeiting or disconnection will consume the allowed attempt for the current day.
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
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.
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.
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.
The player starts in the center of a room surrounded by several walls and platforms. From here they must survive for 1:30.
- Leaving the center will relocate players to starting center instead.
- Stealth skills can be used to complete the test without issue.
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.
- 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.
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.
- 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.
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.
- Remain near the center of the room.

- Sentinels can help with eliminating targets.
- 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, expect to have to try the test in practice mode (at Larunda Relay, Mercury, with Cephalon Simaris ) several times. 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.
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.
- Primary and secondary weapons, as well as abilities and companions, are disabled.

- Note that the Redeemer is not silent and cannot be silenced with any mods, although Banshee's Passive Ability can counter this.

- 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.
- Hitting ESC will pause the test, which is very useful when following a video 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.
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.
- 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.

- It is possible to stand on a tiny protrusion on one of the enemy platforms removing the urgency to maneuver the disappearing platforms.
Tests for Rank 11-20
- 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.
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.
- The lasers move at about walking speed, and position can be judged by the set in front of the player.

- A relatively accurate weapon is recommended, as the enemies are at mid to long range.

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.
- 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.

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.
- 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.
Warframe - Mastery Rank 15 Test
- 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.
Warframe - Mastery Rank 16 Test
- Wave 1: 8 enemies; Wave 2: 12 enemies; Wave 3: 16 enemies

Warframe - Mastery Rank 17 Test

Warframe - Mastery Rank 18 Test
- Enemies per wave – Wave 1: 8; Wave 2: 12; Wave 3: 16; Wave 4: 18; Wave 5: 20.
Warframe - Mastery Rank 19 Test
- 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.

- Note that 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 ( CTRL ) 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.
- Archgun Deployer cannot be used.
- 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.

- 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 ( ESC } > View Mission Progress, or TAB ) 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.
- In Practice mode there are up to ~20 enemies, instead of 12.
Warframe - Mastery Rank 20 Test
- Using Blink will NOT take you through the rings, and thus will NOT add additional time.
- 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.
Tests for Rank 21-30
Warframe - Mastery Rank 21 Test
- 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.

- The map is very vertical, and thus an agile loadout is preferred. Consider bringing a Bullet Jump mod to help travel between platforms.

Warframe - Mastery Rank 22 Test
- Falling off the arena counts as a death. Take extra precautions to avoid the edge of the platforms or being knocked over them.

- 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.
Warframe - Mastery Rank 23 Test
- 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.

Warframe - Mastery Rank 24 Test
- 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.
- 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.
- 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.
- Dashing towards the Brood Mothers to knock them off platforms also provides time to concentrate on the orb.

- 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.
Warframe - Mastery Rank 25 Test
- 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.

- It is possible to complete the test without using any Archwing maneuvers as shown here
Warframe - Mastery Rank 26 Test

- 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.

Warframe - Mastery Rank 27 Test
- Unlike The Index , you have to activate the deposit point to manually bank points.

- 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.

Warframe - Mastery Rank 28 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: X 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.

Warframe - Mastery Rank 29 test
- 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

- 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.
Warframe - Mastery Rank 30 Test
- Arbitration Shield Drone (level 90)
- Napalm (level 100 Eximus )
- Vapos Nullifier (level 110 Eximus )
- Terra Crewman (level 110 Eximus )
- All bosses from stage 1 respawning at levels 100-110
- Juno Shield Osprey (level 120 Eximus )
- Corrupted Bombard (level 120 Eximus )
- All bosses from stage 2 respawning at levels 110-120
- 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
- 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: Esc ).
- 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 Arch-guns ) can be used during the test, but vehicles (such as Archwing , Necramech ) and non-companion allies (such as Specters ) - cannot.

Tests for Legendary Rank 1-10
- Legendary Rank 1
- Legendary Rank 2
- Legendary Rank 3
- Legendary Rank 4
- Legendary Rank 5
- Legendary Rank 6
- Legendary Rank 7
- Legendary Rank 8
- Legendary Rank 9
- Legendary Rank 10
Warframe - Mastery Rank LR1 Test
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.

- Reserve ammo is not consumed throughout the test.

Warframe - Mastery Rank LR2 Test
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.
- Due to the test using exclusively high-level Grineer enemies, modding your weapon for Corrosive damage is highly effective. Corrosive + Heat is also a good combination as the Heat proc will stagger the enemies giving you easier aim with less time spent aiming.
Mastery Ranks Allocation
- Experience needed for each level, up to MR 30, is calculated by the formula: 2,500 × (Rank 2 )
- For Legendary ranks: 2,250,000 + (147,500 * Legendary rank #)

Total Mastery

- 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.

- Exclusive Mastery
Most Mastery -rewarding items can be directly bought, built, or researched. However the following items had a limited distribution period or were removed from circulation entirely.
- Market Retired
- Founders Pack
- Event Reward
- Void Trader
- Daily Tribute
- Prime Vault
Acquisition: Events or Special Alerts
These items were once available from the Market but have since been removed. They cannot be traded , but may rarely appear as rewards for Events or Tactical Alerts .
Acquisition: None
These items were part of the Founders Program , rewarding those who donated during the crucial early stages of the game. They cannot be traded and will never be offered again.
Acquisition: Wolf Beacon and Nightwave Offerings

Acquisition: Events, Special Alerts, or Celebrations

Acquisition: Purchase or Trade
These items can occasionally appear with Baro Ki'Teer 's merchandise. Unranked weapons can be traded .
Acquisition: Daily Tribute system
These weapons are available from the daily tribute system at milestones 100, 300, 500 & 700
Acquisition: Legacy Relics, Trade, or Prime Vault Access
Relics containing their parts have been placed in the Prime Vault , no longer appearing in drop tables. However their parts and relics can be traded or used normally. Occasionally the Prime Vault is unsealed for a limited time, accompanied by a special Prime Vault Access.
Hidden Mastery
Some Mastery -rewarding items can be hidden on your profile before you ranked the item to at least rank 1 or other exceptions.
Total count: 90 (+ 1 for Founders ) Hidden items:
Total count: 169 Hidden items:
Total count: 133 (+ 1 for Founders ) Hidden items:
Total count: 198 (+ 1 for Founders ) Hidden items:
Total count: 44 Hidden items:
Total count: 15 Hidden items:
Total count: 13 Hidden items:
Total count: 17 Hidden items:
Total count: 8 Hidden items:
Total count: 9 (some players may see an additional "amp" that counts, but does not provide mastery points) Hidden items:
- All amps are hidden from anyone's profile until the viewing user has acquired an Amp.
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
- Arch-weapons
Other Benefits
- This also applies for Legendary Ranks on equipment whose ranks can be increased above 30. For example, Legendary Rank 1 increases the minimum capacity to 31 (62 with an Orokin Reactor/Catalyst).
- When polarizing Warframes , Archwings , and Necramechs , their abilities and/or ability ranks may be maintained as their rank and stats reset to 0.

- 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] ).
- The maximum enemy level in the Simulacrum will be calculated by the formula (5×MR)+ 30 .
- 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.
Indirect Mastery Locks
- Uranus junction requires crafting a weapon requiring [MR1] or higher.
- Neptune junction requires completing the Natah quest, which requires [MR3] .
- Sedna junction requires defeating Councilor Vay Hek and also tasks crafting a weapon, both requiring [MR5] to fight and satisfy the crafting objective.

- Players can join the Empyrean missions of others as long as they have completed The Archwing quest at [MR2] , but to access those missions by themselves they must complete the Rising Tide quest to build their own Railjack which ultimately requires [MR3] .

- Access to Sorties , Kuva Liches as well as their Kuva Weapons , and Sisters of Parvos as well as their Tenet Weapons requires completion of The War Within quest, available at [MR5] .
- Access to Arbitrations and The Steel Path is unlocked by completing all nodes on the Star Chart , including the Ropalolyst node on Jupiter and the Zariman Ten Zero , which in turn is only unlocked after completing the Chimera Prologue and Angels of the Zariman quests respectively available at [MR5] .
Bypassing Mastery Locks
- There are bundles on the market which allows the player to obtain an equipment at an earlier rank:

- Sands of Inaros quest (Mastery 5)

- War (Mastery 10)

- Stalker can appear during the Mastery Rank Tests. [1]
- Resources dropped during the test seem to be identical to those dropped in the Void . [2]
- 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. [ citation needed ]
- Failing a practice test will still increase "Missions failed" stat in Player's profile.
External Links
- Warframe Mastery Helper by Anders Brandt
- 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 Hotfix 27.3.6 (2020-03-31) [ citation needed ] , Mastery Rank 30 was called "Grand Master".
- ↑ MR 12 test + Stalker
- ↑ Mastery Test drops
Patch History
Update 32.3 (2023-02-15)
- Fixed the Tusk Hellion in the Legendary Rank 2 Test using a shield, it has since been swapped with a regular Hellion.
Update 32.2 (2022-11-30)
- Fixed the Mastery Rank Test available notification flashing appearing as black squares with Enhanced Graphic Engine enabled.
- Fixed various pick-ups in the Mastery Rank 27 and 30 test using Forma icons.
Hotfix 32.1.4 (2022-11-09)
- A follow up to Hotfix 32.0.9, Helios Prime was the only Sentinel with a Mastery Rank requirement, so we removed it to make it consistent with the rest.
Hotfix 32.0.9 (2022-10-05)
- Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes).
Hotfix 31.7.2 (2022-08-17)
- Fixed a script error that could occur during Mastery Test 9 or 19.
Hotfix 31.7.1 (2022-07-28)
- Upon login, accounts will retroactively be fixed to provide the appropriate Mastery.
- Fixed a script error that could occur in the MR 29 practice test in Cephalon Simaris’ room.
Update 31.6 (2022-06-09)
- This applies to the Mastery Rank 28 test
Hotfix 31.5.4 (2022-05-02)
- With the Eximus changes in the Angels of the Zariman update, the test was reported to be rather difficult to complete.
Update 31.5 (2022-04-27)
- Increased the Life Support pickups from 10% to 20% in the Master Rank 30 test.
- Lowered the levels of the Eximus units that spawn in the test due to the Eximus changes making them a more formidable opponent.
- Fixed transferring to Operator as Excalibur Umbra counting towards the exterminate enemy counter in the Mastery Rank 30 test.
Hotfix 31.1.3 (2022-02-15)
- Fixed several functionality issues with Yareli while riding Merulina in the Mastery Rank 14 test, notably being unable to shoot or ride Merulina anymore.
Update 31.1 (2022-02-09)
- The Legendary Rank 2 Test is now available to eligible Tenno! We appreciate your patience as we worked on getting it ready.
- Fixed Ventkids Syndicate indicating that you can Rank up when you’re not actually eligible yet.
- Fixed rare case of “normal” enemies spawning in Mastery Rank tests that would then attack the fake enemies.
- Fixed dying as Operator in the Mastery Rank 24 test respawning you as a mini Excalibur.
- Fixed being able to hit negative Modding capacity after hitting the cap and then upgrading an equipped Mod beyond capacity as a Mastery Rank Legendary 1 player.
Hotfix 31.0.11 (2022-01-25)
- Fixed a script error that could sometimes result in a crash while attempting to kill the last enemy in the Mastery Rank 25 Test.
Hotfix 31.0.7 (2022-01-07)
- Fixed sometimes spinning uncontrollably when completing certain Mastery Tests. This also fixes the same scenario happening to the Warframes Displayed in the Personal Quarters when visiting an Orbiter.
Hotfix 31.0.2 (2021-12-16)
- Fixed Mastery Rank Up not being available from Orbiter Pause Menu.
Update 30.9 (2021-11-11)
When we first introduced Forma years ago, Warframe was a much smaller game. We had fewer weapons, fewer Warframes, and way fewer Mods. As players continue their Forma journey, there’s often discussions on doing a Quality of Life (QOL) pass to the way things work with our favourite Golden Puzzle Piece.
We want your Mastery Rank to be considered when using Forma to establish a baseline power level for your playable characters!
What does that mean?
If a Mastery Rank 30 player uses a Forma, they won’t have to re-unlock any Abilities (or their Ranks) on a given item! Yes, they’ll still need to level the gear itself to apply another Forma but, depending on your Mastery Rank, you can have access to more (or all) Abilities on your unranked gear! This achieves our goal of keeping Forma essential to build customization, but allowing players with higher Mastery Ranks a more convenient experience.
Right now, using a Forma on a Warframe (or Archwing/Necramech) requires you to start from 0 when it comes to Abilities you can use. Furthermore, you only get the first Rank of your First ability. Take Valkyr for instance. You install a Forma, and you’re back to only casting unranked Rip Line!
Our change will make it so your Mastery Rank impacts how much you have unlocked by default on Forma use. Following our Valkyr example, with this change, a Mastery Rank 10 player would have all of her abilities unlocked upon applying a Forma to her, albeit not at their full strength!
This ranking process is something players already experience in game - you know by the time you’ve levelled your Valkyr on Hydron to 10, you unlock Hysteria. We are making your Mastery Rank ‘match’ those milestones, so to speak, with the end goal being a Mastery Rank 30 player can use Forma without ever having to be locked out of Abilities. Simply put, the higher your Mastery Rank, the higher the baseline of your gear when using Forma.
- New additions since the Dev Workshop:
Post Dev Workshop feedback and continued conversations have added on another related change to reaching Mastery Rank 30+:
Sorties and Arbitrations now allow Mastery Rank 30+ players that have put at least 1 Forma into their Warframe to bypass the "Rank 30 Warframe" requirement.
- Fixed incorrect Legendary Core icon in the Legendary 1 Mastery Test screen.
Update 30.7 (2021-09-08)
- Players under Mastery Rank 2 will no longer see the ‘Update History’ messages upon login, as this information may be overwhelming as they begin their Warframe journey.
- Fixed an issue where playing as Khora in the Mastery Rank 13 will result in no enemies spawning.
- Fixed the Mastery Rank Up UI mentioning “Daily Focus Limit” before players have unlocked Focus.
- Fixed an issue related to Mastery Rank 24 test: this test provides you a non-upgraded, default amp and removes any arcanes. If the player died and respawned, they would have their personal, upgraded amp and any arcanes equipped available to use in the test, making the test easier than intended. Respawning no longer brings the player’s amp and arcanes into the test.
Hotfix 30.5.4 (2021-07-17)
- Fixed “Available Sessions” window showing Legendary Rank 1 players as MR31.
- Fixed Hovering over a player that is Mastery Rank Legendary 1 in the Trade screen stating Mastery Rank 31.
Update 30.5 (2021-07-06)
- Mastery Ranks beyond 30 are considered/titled as “Legendary 1”, “Legendary 2”, etc.
- Fixed Nekros’ Shadows of the Dead clones counting as enemies killed in the Mastery Rank 30 test.
Update 30.3 (2021-05-25)
- In addition to giving more room for Tenno to get to that final rank with their Syndicates, this will ultimately help reduce the time new players spend ranking up with their chosen Syndicates. Previously, if you were Mastery Rank 10, you would have a daily Standing cap of 16,000. Now, with the changes we’ve made, your daily Standing cap for MR 10 is 21,000.
- Fixed missing teleport volume in the Mastery Rank 15 Test causing players to fall out of the level.
Hotfix 29.10.1 (2021-03-19)
- Fixed Mastery test rejecting your rankup request due to refunded Intrinsic points not being accounted for properly.
- Fixed enemies in Mastery Tests spawning with random unintended levels.
Hotfix 29.6.8 (2021-01-25)
- Fixed typo in the Mastery Rank Inbox message.
Update 29.6 (2020-12-18)
- A Mastery Rank requirements popup will now show when trying to purchase a weapon you’re not eligible for yet.
Hotfix 29.5.3 (2020-11-23)
- Kitguns moved from Secondary to Primary in Mastery breakdown in Deimos: Arcana -- since this might cause some confusion we decided to just have Kitgun Weapons in the Mastery breakdown. This also makes it clear you don't double dip!
Update 29.5 (2020-11-19)
- Mastery Slates have been added as rewards to each Mastery Rank Test! Upon login of Deimos: Arcana, you will receive an Inbox with each Mastery Slate you have earned thus far! Time to spice up that fresh looking Orbiter!
- Changed the Mastery Rank Challenge Icons to the new design that was released in Heart of Deimos: Nezha Prime: 29.3.0.
Update 29.3 (2020-10-27)
8+ years of Warframe content later and eligible Tenno can now achieve Mastery Rank 30! This is your True Master test. Prepare yourself with skills you’ve acquired on your travels throughout the Star Chart for this pinnacle test.
True Master Tenno will be awarded the following:
- 3x Umbra Forma
- 15 Loadout Slots
- 30 Riven Mod Slots
- Access both the :truemaster: and :truemasteralt: Chat Emoji.
- Only the True Master may use this Emote.
- This Sumdali hull ornament is awarded exclusively to Tenno who have earned the rank of True Master. It can be mounted to the exterior of your Landing Craft to display your Rank to all who see it.
- Visit a Blessing Altar in any Relay once every 23 hours to grant a Blessing to each person on the Relay that lasts for 3 hours. Blessings you can grant are:
- Affinity Boost
- Credit Boost
- Resource Boost
- Damage Buff
- Health Buff
- Shield Buff
- Mastery Rank 30 Facts:
- Updated Mastery Rank icons to new Vitruvian design!
Hotfix 29.2.2 (2020-10-06)
- Fixed a script error when reaching a new Mastery Rank.
Update 29.0 (2020-08-25)
Daily Standing Cap changes have been made to grant a higher cap at each Mastery Rank. Upon starting Warframe at MR0, your Daily Standing Cap will start at 8500 and increase at more gradual increments per Mastery Rank (+750 per rank). You will also now have access to a larger Daily Standing Cap at each Mastery Rank than in the previous system! This will take effect next Daily Reset.
Update 28.0 (2020-06-11)
- Added tooltip to Mastery Rank on hover while viewing your Profile to show total Mastery Breakdown per category.
- Fixed ability to Deploy your Arch-Gun in weapon-restricted Mastery Rank tests.
Update 27.4 (2020-05-01)
- Increased the text fields on the Mastery Rank Up message to better accommodate other languages.
- Fixed floating platforms appearing way in the distance in the Mastery Rank 29 test.
- Fixed having Mission Progress open when completing a Mastery Test preventing loading back to the Relay.
Hotfix 27.3.14 (2020-04-15)
- Fix ability script errors that could occur in the transition between phases in Mastery Rank 14 test (and possibly others).
Hotfix 27.3.8 (2020-04-02)
- This was due to some weapons being considered as ‘Mastered’ when they were not.
Update 27.3 (2020-03-24)
- Mastery Rank 28 Tenno can now practice the Mastery Rank 29 Test in Cephalon Simaris’ Relay room!
- Fixed Mastery Rank 15 Interception test UI using old HUD technology.
Update 27.2 (2020-03-05)
- Updated the Mastery Test UI screen with more information and style!
- Fixed broken icons for Mastery Rank in the in-game Market or Inventory if the selected weapon has a minimum Mastery Rank requirement.
- Fixed Focus Point cap increase missing from the list of Rewards in the Mastery Rank Screen.
Update 26.0 (2019-10-31)
- A new Mastery Rank 28 Test has been added for soon-to-be eligible Tenno!
Hotfix 25.7.5 (2019-09-09)
- Fixed inability to complete the Mastery Rank 12 test if you fall off the starting platform.
Hotfix 25.7.2 (2019-08-30)
- Fixed some players having their Mastery Rank recalculated slightly lower than before as a result of moving nodes around in the Star Chart for the Disruption expansion.
Update 25.7 (2019-08-29)
- To keep in-line with existing limitations, the first Ghoul Bounty is restricted to Mastery Rank 1, and the other Ghoul Bounty is restricted to Mastery Rank 3.
- Fixed your Liset being parked sideways in the Relay after completing a practice Mastery Test.
Update 24.4 (2019-03-08)
- A Mastery Rank 27 Test has been added!
Hotfix 24.2.1 (2018-12-18)
- Fixed inability to complete Mastery Rank tests (the increased Mastery for K-Drive and Moa-Pets was not being included).
Update 24.2 (2018-12-18)
- Fixed MOA Companions and K-Drives only giving 3000 Mastery as opposed to the correct 6000 Mastery. The missing *Mastery will be retroactively added on login.
- Corvas Mastery Rank increased from 0 to 1.
- Dual Decurion Mastery Rank increased from 0 to 1.
- Fluctus Mastery Rank increased from 0 to 2.
- Phaedra Mastery Rank increased from 0 to 3.
- Grattler Mastery Rank increased from 0 to 4.
- Velocitus Mastery Rank increased from 0 to 4.
- Imperator Vandal Mastery Rank increased from 0 to 5.
Hotfix 24.0.9 (2018-11-21)
- Fixed ability to invite other players to a Mastery Rank Up Test.
Hotfix 24.0.2 (2018-11-09)
- Fixed inability to complete the Mastery Rank 24 test due to missing ‘continue’ option.
Update 23.10 (2018-10-12)
- Mastery Rank 26 test added.
Update 22.20 (2018-05-17)
- Increased time given by targets in the Round 11 Mastery Rank Test from 3.5 seconds to 5 seconds and added aim assist to targets to make them slightly easier to hit.
Update 22.4 (2017-11-23)
- A Mastery Rank 25 test has been added!
Update 19.0 (2016-11-11)
- A Mastery Rank 23 test has been added! The War Within introduces enough content to push long-term players that are currently Mastery Rank 22 into Mastery Rank 23!
Update: Specters of the Rail 0.0 (2016-07-08)
- Removed in-mission challenges for all Mastery rank tests.
Hotfix 18.12.2 (2016-05-20)
- A Mastery Rank 22 test has been added!
Hotfix 18.5.4 (2016-03-07)
- Removed item drops from Mastery Rank 4 survival test.
Update 18.5 (2016-03-04)
- Mastery Rank tests against enemy waves have been given a difficulty update.
- Mastery Rank 5 test has had its hacking puzzles reordered in order of difficulty.
Update 15.13 (2015-02-05)
- Councillor Vay Hek will no longer require a key to access. He is now a boss on Earth that can only be accessed by Mastery Rank 5 and above Tenno.
- MR 0 could earn 2000 Standing before, now 1000.
- MR 1 could earn 4000 Standing before, now 2000.
- MR 2 could earn 6000 Standing before, now 3000.
Hotfix 15.11.1 (2015-01-22)
- A Mastery test for Rank 18 to 19 has been added!
Hotfix 15.5.8 (2014-12-05)
- Fixed various improper localization on Mastery Rank 15 / 16 test completion.
Hotfix 15.5.7 (2014-12-03)
- Fixed issue caused by falling off the edge during the Mastery Rank 15 test, causing players to be caught in a teleport loop.
Update 15.5 (2014-11-27)
- Changed boss scaling to consider Mastery Rank 0 players. Should prevent boss encounters from becoming too difficult at lower ranks when higher rank players join missions.
- Fixed Mastery Sigil rank not displaying properly in profile diorama.
Update 15.3 (2014-11-20)
- Fixed Mastery Sigils being unable to identify players Mastery Rank correctly.
- Fixed Mastery rank of Sigils resetting on login.
Hotfix 15.2.1 (2014-11-14)
- For example, I am a Mastery Rank 15 player.
- My personal Syndicate Reputation Cap is 2000 + (2000 x 15)
- Using BEDMAS: 2000 + 30000
- 32000 is my Daily Syndicate Standing cap as a Mastery Rank 15 player.
- (Coming in next build, missed build cutoff!) Base Syndicate standing gain is now ten times faster than before.
Update 15.1 (2014-11-05)
- Added new Mastery Tests for Rank 15>16, 16>17 and 17>18!
- Changed the cinematic intro to the Exterminate Mastery Rank test to be cleaner.
Hotfix 15.0.1 (2014-10-24)
- Fixed an issue with Mastery Rank showing as ‘0’ in player Profiles.
Update 15.0 (2014-10-24)
- All players Mastery Rank 2 or greater are eligible to begin the Archwing quest.
Update 14.6 (2014-09-11)
- Fixed an issue with players being able to mantle vertical walls in the Mastery Rank 7 & 8 tests and falling to their deaths.
Update 14.5 (2014-08-28)
- Fixed player completing a Rank Up Test and their Mastery Level will not update right away on the Player's Profile Box at the top of the Pause Menu
Update 14.1 (2014-07-30)
- Fixed an issue with other players being able to join Mastery Rank tests.
Hotfix 14.0.9 (2014-07-26)
- Sentinels and Kubrows are no longer able to spawn in Mastery Rank tests. These tests are for the Tenno to prove their worth, not the pets!
Update 14.0 (2014-07-18)
- Fixed the spawn position for a number of Mastery Rank challenges.
Update 13.2 (2014-05-01)
- Fixed an issue with the player appearing to shoot an invisible weapon during the first Mastery Rank test.
- Fixed an issue with users being in "Clan Membership Limbo", which also potentially prevented Mastery Rank tests from being complete.
Update 13.1 (2014-04-23)
- Players under Mastery Rank 2 will no longer be marked by the Grustrag Three.
- Fixed an issue with the Mastery Rank level 3 to 4 test not working properly in conjunction with Melee 2.0.
Hotfix 13.0.4 (2014-04-11)
- Fixed an issue with players being unable to properly perform melee attacks in the Rank 3 Mastery test.
Hotfix 12.0.4 (2014-02-07)
- Fixed all Sentinel Mastery achievements requiring rank 30 to unlock.
Update 11.6 (2014-01-08)
- Fixed issue with Rank 3 Weapon Mastery Challenge/Achievement not being updated immediately.
Update 11.5 (2013-12-19)
- Mastery 0 – 4, 1 drone
- Master 5- 9, 2 drones
- Master 10 +, 3 drones.
- All Founders/Primes Access get +1 to each tier. So if you are Mastery 14 and Founder, you get 4. If Mastery 14 and no Founder status, you get 3.
Hotfix 11.1.3 (2013-11-29)
- Fixed Mastery Achievements not being awarded.
Hotfix 11.0.1 (2013-11-20)
- Fixed Mastery Rank tests not attributing higher rank to player after successful test.
Update 11.0 (2013-11-20)
- Star Chart progress, Sentinel and Sentinel-Weapon rank now contribute to Mastery level. Note: Complete a mission with your leveled up Sentinels and Sentinel-Weapons to receive this Master XP retroactively.
- Fixed falling out of level in Mastery Challenge 7 costing a revive.
Hotfix 10.6.1 (2013-11-01)
- Reduced difficulty of some mastery challenges.
Update 10.5 (2013-10-23)
- Soma Mastery Rank increased from 3 to 6.
Hotfix 10.2.1 (2013-10-04)
- Fix for issues with retrying the rank 7 – 8 mastery tests.
- Fix for issues after failing the rank 9 mastery test not allowing successful retrials.
- Fix for issues with rank 10 – 11 mastery not informing players of failure.
Update 9.3 (2013-07-26)
- Online matchmaking now favors hosts within 3 mastery ranks of player when joining a mission where multiple hosts are available.
- Fixed being able to gain mastery rank without completing test by replaying the tutorial.
Hotfix 8.1.3 (2013-06-19)
- Tuned difficulty for Mastery Rank Challenges for Ranks 4+ to be more balanced for a wider range of weapons.
Update 7.11 (2013-05-17)
- Disabled challenges (optional objectives) in Mastery Rank tests.
Update 5.3 (2013-01-10)
- Fixed loss of Mastery when selling an item.
- 2 Warframes

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Summer School Courses
Financial literacy.
- Course Description
This .5 credit course will equip you with personal financial skills and help you to make well-informed purchasing decisions.
- Course Requirements
To earn credit for this course by the deadline, the following requirements must be met:
- All mastery test modules must either be marked exempt or mastered
- All modules without mastery tests must be completed, including pretests, posttests, semester tests, and drop box assignments
- Time Requirements
This semester course contains 18 modules and is designed to fulfill the state-required 60 contact hours. Students should spend 7.5 hours per week, completing at least 3 module(s) each week of the 8-week program. Each bulleted item in the assignment list below is a module. TIP FOR SUCCESS: It is best to work on your course consistently to allocate time for technical and/or content assistance, if needed.
- Grading Scale
An average of all scores on all modules will be calculated to determine a final grade. All modules are equally weighted. There are no + or – grades issued.
A = 90-100% B = 80-89% C = 70-79% D = 60-69% (or 0-69% on post/end of semester tests) I = Incomplete (course requirements have not been met)
Pretests provide an opportunity to exempt out of modules within the unit based on prior knowledge; the pretests are not included in the final grade. You may take the pretest one time. While you are not required to master modules that have been marked exempt, the unit posttest or end of semester test may contain questions from these modules; therefore, you may choose to master these modules to prepare for the posttests. The grade for a module that has been marked exempt is 100% whether you master it or not. Not all courses will have pretests.
- Tutorials and General Tips
Most lessons include a tutorial. The purpose of the tutorials is to help prepare students for the mastery tests. This is similar to lessons in traditional brick-and-mortar classrooms. Work in the tutorials will not be graded. If a mastery test is locked, reviewing the entire tutorial will automatically unlock the mastery test and allow you to retake it. The cycle of completing the tutorial to unlock a mastery test can be completed as often as needed until the required minimum 80% score is earned on the mastery test.
Utilize the blue toolbar on the left side of most tutorials. The toolbar options may include helpful resources such as notes, reading tools, calculator, translation, and highlighting options.
For the Edmentum/PLATO courses, 60 minutes within the same URL such as a tutorial or test, may cause progress to be lost. The best practice is to save and close and then relaunch the activity if the end of the hour is near to be sure work is saved. As the URL or webpage changes, such as moving from one tutorial to a different tutorial, the 60 minute clock is reset.
- Mastery Tests
The minimum score required for each mastery test module is 80%. You may take the mastery tests multiple times. To unlock a mastery test, go back through the preceding activities for that module. You have unlimited attempts on the mastery tests, and each mastery test must be mastered or exempt in order to earn credit for the course. Review and retake each mastery test until you have earned at least 80%. The score for a module that has been marked exempt is 100%.
For any module that does not have a mastery test, all parts of the module must be completed.
- Posttests/End of Semester Tests
The score for each posttest or end of semester test will be 0-100%. Each of these scores is factored into your final grade. You may take these tests one time. Not all courses have posttests or end of semester tests.
- Assignment List
Each bulleted item below is a module. Each module marked with an asterisk (*) contains a mastery test. To receive credit, you must:
- Complete all modules
- AND earn a minimum 80% score on all mastery tests (mastery tests must be retaken to earn the 80% score)
NOTE: An indication of 100% complete in Edmentum/PLATO is NOT a guarantee of credit if the above criteria are not met. If a course shows 100% complete, select the course name then the gold "Not Mastered" to see the mastery tests that must be redone. To unlock a mastery test for another attempt, complete all slides of the tutorial again. If you think you have met all requirements to earn credit for the course, immediately email your advisor for verification.
- Consumer Economics*
- Consumer Information: Sources and Effects*
- Consumer Rights and Responsibilities*
- Financial Institutions*
- Careers in Personal Finance and Consumer Services*
- Positive Work Ethics*
- Financial Planning*
- Managing Income and Expenses*
- Consumer Credit and Loans*
- Financing Education after High School*
- Planning for Living and Leisure Expenses*
- Managing Taxes and Legal Documents*
- Saving and Investing*
- Choosing the Right Savings and Investment Options*
- Buying Insurance*
- Internet Use and Security*
- End of Semester Test
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The Certificate in Commercial Credit leverages Moody’s expertise in credit risk identification, assessment, and management to certify achievement of the highest standards of proficiency.
What is the Certificate in Commercial Credit?
What will you learn by taking this course?
- Demonstrate mastery of a global standard in commercial credit assessment.
- Identify the potential impact of credit risk on a financial institution’s credit portfolio and the various risk management strategies that financial institutions employ.
- Analyze a borrower, identify risk, and structure a financing solution that aligns with the institution’s risk appetite and capital strategy.
- Balance risk with profitability and competitiveness when pricing credit facilities.
- Apply dynamic loan monitoring techniques in order to identify early warning signs of deteriorating credit and respond to them before the client defaults.
- Build the financial institution’s business and brand by adhering to professional standards that inspire trust and confidence.
WHO IS TAKING THE CICC EXAM?
- Commercial and corporate lenders
- Commercial and corporate underwriters
- Commercial and corporate loan analysts
- Commercial and corporate relationship managers
Our Learning & Certification courses are offered in a number of formats. Browse our offering by selecting one of the options below.
About Learning Solutions All Courses Targeted Solutions for Companies
Investment Banking
Forward thinking. results driven..
No matter where your business stands in its life cycle, we’re here to help you take it to the next level. With deep industry expertise to back up our full-service investment banking capabilities, we’re driven by a commitment to senior banker focus and supported by hundreds of specialized experts within eight growth-oriented industry practices.
Industries of Focus

International Capabilities
European Investment Banking
Raymond James is committed to delivering greater cross-border expertise and service to our clients.
Asia Coverage
Our Asia Coverage team offers specialized guidance and access to connect American and European investors with Asian buyers and sellers.
Full-Service Investment Banking Capabilities & Coverage Areas
Extensive capabilities. incisive strategies..
Backed by the support and resources of a full-service investment banking platform, our senior bankers are organized into deal teams to provide clients with focused, results-oriented strategies across the full spectrum of investment banking transactions.
Mergers & Acquisitions
Our M&A practice delivers transactional and strategic advisory services for private and publicly held companies.
Equity Capital Markets
Our team generates strong demand through its marketing, distribution, pricing and stabilization of the firm’s managed equity offerings.
Debt Capital Markets
Our team works with issuers across all sectors to create tailored solutions for raising debt capital, all backed by our powerful distribution network.
Cebile Private Capital Advisory
Delivering private fund placement, general partner-led secondaries capabilities and limited partner-led secondaries advisory.
Capital Structure Advisory
This team has a proven track record raising debt and structured equity through privately marketed and negotiated transactions. Our understanding of capital market conditions and our deep relationships with major constituents also help us develop meaningful solutions for debtor and creditor clients.
Debt Advisory
Recapitalization & Restructuring
Structured Equity Solutions
Coverage Areas
The Financial Sponsors and Professional Partners teams maintain deep relationships throughout the industry, providing a broad network to help clients achieve their business objectives.
Financial Sponsors
Our Financial Sponsors team focuses on serving private equity and venture capital firms, family offices and pension funds.
Professional Partners
Our Professional Partners team focuses on developing strong relationships with professionals in the legal, accounting and consulting fields.
Recent Transactions
Transaction history may include a transaction completed by a Raymond James banker while at a former firm.
Industry Insight
Succinct and relevant overview of industry trends and market activity in the Technology & Services industry.
Recent News
Raymond james hires srini pajjuri as senior semiconductor analyst, raymond james continues expansion of healthcare investment banking practice, hires three senior bankers, financo | raymond james and the design leadership network form strategic partnership.

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Demonstrate mastery of a global standard in commercial credit assessment.
customer's application on housing loan, personal loan, shop loan & etcs.
Our full-service investment banking capabilities are driven by a commitment to senior bankers and supported by hundreds of specialized experts within nine