Extended Mastery Perks

This article is about the Main Character's Extended Mastery Perks. For recruitable characters' Extended Mastery Perks, see Character Extended Mastery Perks.

About classes | Class list | Skill list | Extended Mastery


Once a class reaches level 20, its Extended Mastery is unlocked, offering a variety of bonuses through perks. The bonuses are acquired by spending Extended Mastery Points (EMP) to add stars to the perks. The total number of stars you can apply to each class at once is based on your current rank.

Obtaining EMP

  • You gain 1 EMP per 36,000 EXP acquired on a Level 20 class.
  • 50 CP or 20 Gems can be converted to 1 EMP without limit.
  • No resources are refunded when removing stars.

Important Points

  • EMP are shared between classes; gaining EMP on one class does not restrict where you spend it.
  • On the other hand: Stars/Bonuses are not shared between classes (eg. buying the ATK perk on Fighter will not affect ATK on Berserker)
  • You will need 40-100 EMP for each Row IV class you unlock, so do not spend too many on Row III classes.
  • Never spend EMP on Row I or Row II classes as they see very little use compared to Row III and IV.
  • EMP has an upper limit of 999 for how much you can hold free at once. Once you reach this upper limit, you won't gain any EXP until you spend EMP, thus allowing you to earn EMP once again.

Perk list

  • Unlike other characters' Extended Mastery Perks, the third star for each perk is usually the most efficient for the Main Character.
  • Thus, it is usually worth investing three stars anywhere you're willing to invest one star.
  • For general use, the highest priority perks are ATK, Double Attack, Debuff Success (if relevant) and HP.
Icon Name Rank ☆1 ☆2 ☆3 Prio Notes
ATK Bonus - 500 1500 3000 ★★★★

Free 3000 base ATK with no strings attached. Should always be your first purchase.

DEF Bonus - 1% 3% 5% ★★

A solid perk combined with the HP perk.
Recommended for classes you bring to challenging content and HL.

HP Bonus - 300 600 1000 ★★★

Quite a large amount of health, great to keep MC alive.
High priority when using  Splitting SpiritSacrifice 50% of current HP to increase charge bar by 3% for every 250 HP lost. or together with the DEF Bonus perk.
Situational pick for Sword Master as increased HP interferes with Slime Blasting in a party of four.

Heal Bonus - 1% 3% 5% ★★

Limited usefulness since most classes don't use heals.
Most useful for party heals so Bishop, Sage and Superstar with Nine-Realm Harp may want to consider obtaining this perk. Note that Summons that heal is affected by this EMP since the healing originates from the Main Character. For example, 4 Lucifer.

Skill DMG Bonus - 1% 3% 5%

Low priority.
Most useful for Sidewinder and Hermit until near the damage cap. Will allow reaching damage cap with less debuffs on your foes.

Overdrive Curbed Bonus - 1% 3% 5%

Low priority.
Mode bar will increase less in normal mode and decrease more in overdrive mode.

Debuff Resistance Bonus - 1% 3% 5%

Low priority since  VeilAll allies gain VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
.
and  ClarityRemove 1 debuff from all parties. exists.
Can be useful for Superstar when combined with a Harp,  Soul SoloistHarp: Inflict 30% Debuff Res. DownDebuff resistance is lowered
Strength: 30%Base Accuracy: 200%
on all foes.
All allies gain 30% Debuff Res. UpDebuff resistance is boosted
Strength: 30%Base Accuracy: 200%Duration: 3 turns
.
Fonic Rod: Inflict 20% Debuff Res. DownDebuff resistance is lowered
Strength: 20%Base Accuracy: 200%
on all foes.
All allies gain 20% Debuff Res. UpDebuff resistance is boosted
Strength: 20%Base Accuracy: 200%Duration: 3 turns
.
Other weapons: Inflict 5% Debuff Res. DownDebuff resistance is lowered
Strength: 5%Base Accuracy: 90%
on all foes.
All allies gain 5% Debuff Res. UpDebuff resistance is boosted
Strength: 5%Base Accuracy: 90%Duration: 3 turns
.
, 4★ Medusa (Summon) and this perk which can reach over 80% debuff resistance total.

Debuff Success Bonus - 1% 3% 5% ★★★★

High priority on classes where you cast debuffs.
Excellent from Omega battles and onward. As the debuff resistance of bosses keeps increasing this perk becomes more and more valuable. Even if 5% sounds small it can be the difference between winning and losing.
Performs even better when combined with Debuff Res. DownDebuff resistance is lowered
.

Elemental ATK Bonus - 1% 3% 5% ★★ Elemental ATK Bonus is situational as it only works for the specific element. The more elements a class is used with, the lower the priority of this bonus.
However, for specific cases it can be valuable. Such as when a class is mostly used with one element like Wind Dancer, together with a Superlative Weapon or for the current Unite and Fight.
Elemental Resistance Bonus - 1% 3% 5% Arguably the worst EMP perk set, Elemental DMG Cut Bonus is an investment that only works when MC has Hostility Up as it only applies to MC. However, assuming it stacks additively, means that those unfortunate enough to not have Carbuncles can live without an 3 summon - but the rest of their team will still die. Extremely unrecommended.
C.A. DMG Bonus - 1% 3% 5% ★★★ Due to new CA damage cap which is harder to hit, not as bad as before. Recommended when you want to hit cap CA on HL bosses' DEF. Especially useful in fights without debuffs like Ultimate Bahamut (Raid).
Specialty WPN 1 DMG Bonus - 1% 3% 5% ★★ All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic WeaponRandom SSR Cosmic Weapon.s.
Specialty WPN 2 DMG Bonus - 1% 3% 5% ★★ All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic WeaponRandom SSR Cosmic Weapon.s.
Double Attack Bonus
- 1% 3% 5% ★★★★

Multiattack boosts on the MC are valuable to keep their charge bar ahead of the party or to keep up with characters who have boosts to their own multiattack rate, enabling chain bursts sooner. Especially useful for classes that use some of their charge bar for some of their abilities.

Energy Bonus - 1 2 3 ★★

Sword Master / Glorybringer only. Usefulness is based on energy cost of mainhand used. Generally considered poor.

Bullet Casting Bonus - Lvl 2 Lvl 3 Lvl 4 ★★★★

Gunslinger only. Gains access to superior Bullet Casting, allowing forging of superior bullets. Can be removed after desired bullets are casted.Verification needed.

Bullet Casting Bonus - Lvl 2 Lvl 3 Lvl 4 ★★★★

Soldier only. Gains access to superior Bullet Casting, allowing forging of superior bullets. Can be removed after desired bullets are casted.Verification needed.

Critical Hit Bonus 151 1% 3% 5% Unlike the character perk version which is very powerful, this only adds 5% damage bonus with a 5% chance to occur which is terrible.
Total Party HP Bonus 155 300 600 1000 ★★★★ A direct upgrade to the HP Perk. Always useful.
DEF Bonus II 155 1% 3% 5% ★★ Extra DEF. Always a safe choice for HL.
Specialty WPN 1 DMG Bonus II 160 1% 3% 5% ★★ All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic WeaponRandom SSR Cosmic Weapon.s.
Specialty WPN 2 DMG Bonus II 160 1% 3% 5% ★★ All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic WeaponRandom SSR Cosmic Weapon.s.
Skill DMG Bonus II 160 1% 3% 5% By the time users have access to this, they will already be hitting skill damage cap with prior EMP bonuses.
Double Attack Bonus II
165 1% 3% 5% ★★★★ Increased charge bar gain is always useful.
Triple Attack Bonus
165 1% 3% 5% ★★★★ Increased charge bar gain is always useful.
C.A. DMG Bonus II 170 1% 3% 5% ★★★ Due to new CA damage cap which is harder to hit, not as bad as before. Recommended when you want to hit cap CA on HL bosses' DEF. Especially useful in fights without debuffs like Ultimate Bahamut (Raid).
DMG Cap Bonus 170 3% 6% 10% ★★★★ Increases the maximum amount of damage that the MC can do by 10%. Extremely powerful.
Chain Burst DMG Bonus 175 1% 3% 5% Chain Bursts often hit damage cap with finished grids.
Dodge 176 1% 2% 3% 3% Dodge rate can be powerful, but it's too inconsistent to be recommended.
Critical Hit Bonus II 180 1% 3% 5% Extra crit. It stacks directly with Critical Hit Bonus I, bringing total bonus to 10% chance to deal 10% additional damage.
Total Party HP Bonus II 185 300 600 1000 ★★★★ Even more HP.
C.A. DMG Bonus III 190 1% 3% 5% ★★★ Due to new CA damage cap which is harder to hit, not as bad as before. Recommended when you want to hit cap CA on HL bosses' DEF. Especially useful in fights without debuffs like Ultimate Bahamut (Raid).
DMG Cap Bonus II 195 1% 3% 5% ★★★★ Not as useful as DMG Cap Bonus, it's still a solid pick as it's 5% increased damage cap.
Specialty WPN 1 DMG Bonus III 200 1% 3% 5% ★★ All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic WeaponRandom SSR Cosmic Weapon.s.
Specialty WPN 2 DMG Bonus III 200 1% 3% 5% ★★ All Specialty WPN DMG Bonuses can be extremely powerful or borderline useless, depending on the grid used. Very powerful when used with Cosmic WeaponRandom SSR Cosmic Weapon.s.
Elemental ATK Bonus II 205 ? ? ? ★★ See Elemental ATK Bonus.
Total Party HP Bonus III 210 300 600 1000 ★★★★ Even more HP.
Chain Burst DMG Bonus II 215 1% 3% 5% Chain Bursts often hit damage cap with finished grids.
Elemental Resistance Bonus II 220 ? ? ? See Elemental Resistance Bonus.
DEF Bonus III 225 ? ? ? ★★ Extra DEF. Always a safe choice for HL.
Skill DMG Cap Bonus 230 3% 5% 10% ?
Chain Burst DMG Cap Bonus 240 1% 3% 5% ?
Specialty WPN (1 and 2) DMG Bonus 250 1% 3% 5% ?
EXP and RP Bonus 255 1% 3% 5% ?
Triple Attack Bonus II
265 1% 3% 5% ?
Skill DMG Cap Bonus II 275 1% 3% 5% ?

Star Cap

The total number of stars that can be added to each class at a time is determined by Extended Mastery Level, which is a function of your Rank.

EM Lvl1234567891011121314151617181920
Rank -2030405060708090100105110115120125130135140145150
Star cap 1234681012142021222324252627282930
EM Lvl2122232425262728293031323334353637383940
Rank 155160165170175180185190195200205210215220225230235240245250
Star cap 3132333436373839404243444546484950515254
EM Lvl4144
Rank 255270
Star cap 5558

Star Cost

Each star added to a perk increases the cost of additional stars, eg.

  • The first star you add costs 1 EMP; the second and third each cost 2 EMP; 26 through 30 each cost 11 EMP
  • Removing stars will similarly reduce the cost, making it more efficient to remove multiple stars at a time before replacing them
  • Check the table below for the cost of a given star
Star123456789101112131415
EMP cost 122334455566677
Gem cost 20404060608080100100100120120120140140
EMP total 13581115192429344046525966
Gem total 2060100160220300380480580680800920104011801320
Star161718192021222324252627282930
EMP cost 78889991010101111111111
Gem cost 140160160160180180180200200200220220220220220
EMP total 73818997106115124134144154165176187198209
Gem total 146016201780194021202300248026802880308033003520374039604180
Star313233343536373839404142434445
EMP cost 121212121313131314141414151515
Gem cost 240240240240260260260260280280280280300300300
EMP total 221233245257270283296309323337351365380395410
Gem total 442046604900514054005660592061806460674070207300760079008200
Star46474849505152545455565758
EMP cost 15161616161717171718181818
Gem cost 300320320320320340340340340360360360360
EMP total 425441457473489506523540557575593611629
Gem total 850088209140946097801012010460108001114011500118601222012580
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