With Skill Mastery, you can take 10 on all of them. There are just a select few that require they be trained to get certian effects.
Except for UMD.
That skill has a special note that states you can't take 10.
Skill Mastery allows you to take 10 "even if stress and distractions would normally prevent her from doing so"
It does not state that you can bypass a restriciton in the skill itself, only the conditional restriction.
Certain class abilities allow you to take 10 on UMD, the warlock and artificer get them.
I believe UMD is the only skill that specifically disallows taking 10, regardless of the conditions.
It disallows taking 10 with UMD due to risk of hazzardous outcome right? It not allowing taking 10 shouldnt preclude it from the skill mastery ability which allows usurping of take 10 rules right?
Taking 10: When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
Taking 20:When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.
Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.
Ability Checks and Caster Level Checks: The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to caster level checks.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.