Bestiary
The idea (based on tibia) is that for every monster in the game you have a kill count, and you would unlock boosts based on the amount of kills.
For example:
Black dragon kill count 10.000: double the black dragon leather drop
Black dragon kill count 100.000: increase the gem drop chance
(maybe rewards for 100/1K/10K/100K kill count)
There would be a Boss Bestiary too, but with different numbers, with rewards at : 10/100/1.000/10.000 kills, for example
You would need to grind all monsters (and bosses) for a long time to complete all of this. (For normal monster with these numbers, would take like 1 YEAR to complete)
And since its an idle game, we can easily kill 10K monsters/day in the late game, so we can have BIG numbers here as targets (i think 100k+ for normal monsters and 10K for bosses would be a nice goal)
Mastery
The idea (based on melvor) is that each activity in each non-combat skill have its own levels, the Mastery Level.
The experience you get in the Mastery may be bigger than the normal exp you get doing this activity, so its faster than training the main skill.. (For example: mining coal would gives you +30~ mining exp. and +90~ coal mastery exp.)
Every X levels of the Mastery, you could have some boosts for this activity, for example:
coal mastery lvl 90+: increase chance of get chests while mining coal
coal mastery lvl 100+: +5% chance of double your coal mining loot
(rewards at lvl 90/100/110/120?)
Since you would need to train EACH activity in EACH skill to get all masteries, it would give a huge late game content. You need to mining lots of each ore, cut lots of each logs, etc.