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Add-on Skills are a mechanic that serve as a way to make your characters stronger after you reach class level caps. Gaining enough EXP at max level will reward you with Class N-EX-Cubes, which can be spent at the Class Counter to get specialized bonuses themed after each class.
! {{Icons|NGS Hunter}} [[Add-on Skills#Hunter|Hunter]] || {{Icons|NGS Fighter}} [[Add-on Skills#Fighter|Fighter]] || {{Icons|NGS Ranger}} [[Add-on Skills#Ranger|Ranger]] || {{Icons|NGS Gunner}} [[Add-on Skills#Gunner|Gunner]] || {{Icons|NGS Force}} [[Add-on Skills#Force|Force]] || {{Icons|NGS Techter}} [[Add-on Skills#Techter|Techter]] || {{Icons|NGS Braver}} [[Add-on Skills#Braver|Braver]] || {{Icons|NGS Bouncer}} [[Add-on_Skills#Bouncer|Bouncer]] || {{Icons|NGS Waker}} [[Add-on Skills#Waker|Waker]] || {{Icons|NGS Slayer}} [[Add-on Skills#Slayer|Slayer]]
|}
 
Add-on Skills serve as a way to make your characters stronger after you reach class level caps. Gaining enough EXP at max level will reward you with Class N-EX-Cubes, which can be spent at the Class Counter to get specialized bonuses themed after each class.
 
Each Add-on Skill you unlock is an immediate, permanent, account-wide bonus. Furthermore, every Add-on Skill set grants a 1% bonus to EXP earned, Meseta gained, and Rare Drop Rate, up to a bonus of +10%.
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'''You do not need to be a specific class to benefit from an Add-on Skill!'''
 
= tl;drOverview =
If you just want to put a few levels in all of them quickly before maxing them out, a subjective priority of unlock would be this order:
<div>
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= Generation =
Every Add-on SkillSkills will generate with a Main Effect and two Sub Effects. The Main Effect will always occur when generating an Add-on Skill, while the two Sub Effects will be randomly chosen.
 
A Sub-Effect can only occur once, so you cannot get two copies of something such as HP Up (HU).
 
Once you unlock a specific level in the Main Effect, that will be the lowest level it can roll at. However, Sub Effects can roll at any level, depending on the generation type used.
 
== Generation Rates ==
{| class="wikitable" style="text-align: center;
! colspan="10" | Base generation rates
|-
| colspan="10" | Note that these are a rough estimate taken from thousands of rolls across multiple users.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| 11% || 11% || 8% || 8% || 6% || 6% || 6% || 6% || 6% || 6%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| 5.5% || 5% || 4% || 3.5% || 3% || 2% || 1.4% || 1% || 0.5% || 0.1%
|-
! colspan="10" | Generation rates for higher level skills
|-
| colspan="10" | When a minimum roll's level changes, the game replaces all rolls lower than that level with the minimum.<br>As an example, when using Add-On Skill Generation 4, the rates would look like this.
|-
! Lv15 !! Lv15 !! Lv15 !! Lv15 !! Lv15 !! Lv15 !! Lv15 !! Lv15 !! Lv15 !! Lv15
|-
| 11% || 11% || 8% || 8% || 6% || 6% || 6% || 6% || 6% || 6%
|-
! Lv15 !! Lv15 !! Lv15 !! Lv15 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| 5.5% || 5% || 4% || 3.5% || 3% || 2% || 1.4% || 1% || 0.5% || 0.1%
|-
| colspan="10" | In other words, the rolls for a minimum skill of Lv15 would look like this.
|-
! colspan="5" | Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| colspan="5" | 95% || 2% || 1.4% || 1% || 0.5% || 0.1%
|-
| colspan="10" | Similarly, if you have a minimum roll of Lv19, the odds would look like this.
|-
! colspan="5" | Lv19 !! colspan="5" | Lv20
|-
| colspan="5" | 99.9% || colspan="5" | 0.1%
|-
|}
== Generation Types ==
{| class="wikitable" style="text-align: center;
! colspan="3" | Add-On Skill Generation 1
|-
! Item Required !! N-Meseta Required !! Minimum Level
|-
| {{Icons|NGS Tool}} [[Materials#Enhancement_Materials|N-Class EX Cube]] x1 || {{Icons|NMeseta}} 5,000 || Lv1
|-
|}
This is used for re-rolling your Main Effect to level 20.
 
{| class="wikitable" style="text-align: center;
! colspan="3" | Add-On Skill Generation 2
|-
! Item Required !! N-Meseta Required !! Minimum Level
|-
| {{Icons|NGS Tool}} [[Materials#Enhancement_Materials|N-Class EX Cube]] x1 || {{Icons|NMeseta}} 10,000 || Lv5
|-
|}
Avoid. The extra cost is not worth only guaranteeing level 5.
{| class="wikitable" style="text-align: center;
! colspan="3" | Add-On Skill Generation 3
|-
! Item Required !! N-Meseta Required !! Minimum Level
|-
| {{Icons|NGS Tool}} [[Materials#Enhancement_Materials|N-Class EX Cube]] x1 || {{Icons|NMeseta}} 50,000 || Lv10
|-
|}
As the odds of getting a Lv10 or higher skill are only 32%, this is used once per class to get a level 10 Main Effect set. After using once, it should otherwise be avoided.
{| class="wikitable" style="text-align: center;
! colspan="3" | Add-On Skill Generation 4
|-
! Item Required !! N-Meseta Required !! Minimum Level
|-
| {{Icons|NGS Tool}} [[Materials#Enhancement_Materials|N-Class EX Cube]] x100 || {{Icons|NMeseta}} 5,000 || Lv15
|-
|}
This is primarily used for re-rolling sub effects to be "good enough" if you don't want to roll for specific ones at level 20 while hoping other effects show up at a favorable level.
{| class="wikitable" style="text-align: center;
! colspan="3" | Add-On Skill Generation 5
|-
! Item Required !! N-Meseta Required !! Minimum Level
|-
| {{Icons|NGS Tool}} [[Materials#Enhancement_Materials|N-Master Cube]] x5 || {{Icons|NMeseta}} 1,000,000 || Lv20
|-
|}
This is a specialized roll for min/maxing your Add-On Skills, or for maxing out a specific Main Effect. Specific Sub Effect rolls are highly unlikely, but this is your best chance of getting a full 20/20/20 roll.
 
= Add-on Skills by class =
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! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| -+5% HP || -+7% HP || -+8% HP || -+9% HP || -+10% HP || -+11% HP || -+12% HP || -+13% HP || -+14% HP || +15% HP
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| -+15.5% HP || -+16% HP || -+16.5% HP || -+17% HP || -+17.5% HP || -+18% HP || -+18.5% HP || -+19% HP || -+19.5% HP || +20% HP
|-
! colspan="10" | PP Recovery upon Joining Trial (FI, GU, TE, BO, SL)
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! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| -+5% PP || -+7% PP || -+8% PP || -+9% PP || -+10% PP || -+11% PP || -+12% PP || -+13% PP || -+14% PP || -+15% PP
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| -+15.5% PP || -+16% PP || -+16.5% PP || -+17% PP || -+17.5% PP || -+18% PP || -+18.5% PP || -+19% PP || -+19.5% PP || -+20% PP
|-
! colspan="10" | HP Up (All classes)
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! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| -+1 HP || -+2 HP || -+3 HP || -+4 HP || -+5 HP || -+6 HP || -+7 HP || -+8 HP || -+9 HP || -+10 HP
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| -+11 HP || -+12 HP || -+13 HP || -+14 HP || -+15 HP || -+16 HP || -+17 HP || -+18 HP || -+19 HP || -+20 HP
|-
! colspan="10" | Status Resist Up (All classes)
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! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| -+30% || -+32% || -+33% || -+34% || -+35% || -+36% || -+37% || -+38% || -+39% || -+40%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| -+41% || -+42% || -+43% || -+44% || -+45% || -+46% || -+47% || -+48% || -+49% || -+50%
|-
|}
 
== {{Icons|NGS Hunter}} Hunter ==
 
== Hunter ==
{| class="wikitable" style="text-align: center;
! colspan="10" | Main effect: Melee Weapon Potency Up
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! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| -+0.25% || -+0.50% || -+0.75% || -+1.00% || -+1.25% || -+1.50% || -+1.75% || -+2.00% || -+2.25% || -+2.50%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| -+2.75% || -+3.00% || -+3.25% || -+3.50% || -+3.75% || -+4.00% || -+4.25% || -+4.50% || -+4.75% || -+5.00%
|-
! colspan="10" | Sub effect: PA Charge Movement Speed Up
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! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| -+10% || -+12% || -+13% || -+14% || -+15% || -+16% || -+17% || -+18% || -+19% || -+20%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| -+21% || -+22% || -+23% || -+24% || -+25% || -+26% || -+27% || -+28% || -+29% || -+30%
|-
! colspan="10" | Sub effect: Burn Resistance Up (HU)
|-
| colspan="10" | Increases resistance to the [[Downs#Burn|Burn]] status. Stacks with Braver's Burn Resistance Up.
|-
|}
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Due to the rarity of Burn in the current game state, this can be ignored.
 
== {{Icons|NGS Fighter}} Fighter ==
{| class="wikitable" style="text-align: center;
=== Recommendations ===
! colspan="10" | Main effect: Critical Hit Potency Up
== Ranger ==
|-
=== Recommendations ===
| colspan="10" | Increases damage dealt when you land a Critical Hit.
== Gunner ==
 
=== Recommendations ===
This effect is a multiplier on top of other Critical Hit-related multipliers.
== Force ==
|-
=== Recommendations ===
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
== Techter ==
|-
=== Recommendations ===
| +0.5% || +1.00% || +1.50% || +2.00% || +2.50% || +3.00% || +3.50% || +4.00% || +4.50% || +5.00%
== Braver ==
|-
=== Recommendations ===
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
== Bouncer ==
|-
=== Recommendations ===
| +5.50% || +6.00% || +6.50% || +7.00% || +7.50% || +8.00% || +8.50% || +9.00% || +9.50% || +10.00%
== Waker ==
|-
=== Recommendations ===
! colspan="10" | Sub effect: Jump Power Up
== Slayer ==
|-
=== Recommendations ===
| colspan="10" | Increases vertical velocity while doing a normal jump, allowing you to jump higher.
 
This applies to jumping while standing still, walking, or in combat. Does not apply to jumping while dashing, using special equipment, etc.
 
The effect of each level is how much of an overall increase in jump height you will see.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +10% || +13% || +16% || +18% || +20% || +22% || +24% || +26% || +28% || +30%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +32% || +34% || +36% || +38% || +40% || +42% || +44% || +46% || +48% || +50%
|-
! colspan="10" | Sub effect: Freeze Resistance Up (FI)
|-
| colspan="10" | Increases resistance to the [[Downs#Freeze|Freeze]] status.
|-
|}
=== Sub-Effect Recommendations ===
All recommendations assume Lv15 or higher sub-rolls are used.
==== Jump Power Up/HP Up ====
Generic roll due to a lack of HP Recovery Sub-Effect.
 
==== HP Up/Freeze Resistance Up ====
Secondary roll for users not interested in Jump Power Up.
 
While Freeze is uncommon in situations where the Freeze infliction source doesn't also happen to deal large amounts of damage to you, Wakers attempting to use Marmelo Patience on such targets will appreciate the leeway.
 
=== Precautions ===
==== Freeze Resistance Up/Jump Power Up ====
It may seem tempting to take the extra mobility of Jump Power Up as well as taking Freeze Resistance, but at that point you simply have less HP than you would and are only moderately more protected against Freeze.
 
== {{Icons|NGS Ranger}} Ranger ==
{| class="wikitable" style="text-align: center;
! colspan="10" | Main effect: Ranged Weapon Potency Up
|-
| colspan="10" | Increases damage dealt with Assault Rifles, Launchers, Twin Machine Guns, Photon Bows, and Gunblades.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +0.25% || +0.50% || +0.75% || +1.00% || +1.25% || +1.50% || +1.75% || +2.00% || +2.25% || +2.50%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +2.75% || +3.00% || +3.25% || +3.50% || +3.75% || +4.00% || +4.25% || +4.50% || +4.75% || +5.00%
|-
! colspan="10" | Sub effect: Photon Blast Potency Up
|-
| colspan="10" | Increases the damage dealt by your Photon Blast.
 
As your Photon Blast is incredibly powerful burst damage, this particular Sub-Effect offers a lot of value.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +0.5% || +1.00% || +1.50% || +2.00% || +2.50% || +3.00% || +3.50% || +4.00% || +4.50% || +5.00%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +5.50% || +6.00% || +6.50% || +7.00% || +7.50% || +8.00% || +8.50% || +9.00% || +9.50% || +10.00%
|-
! colspan="10" | Sub effect: Shock Resistance Up (RA)
|-
| colspan="10" | Increases resistance to the [[Downs#Shock|Shock]] status.
|-
|}
=== Sub-Effect Recommendations ===
All recommendations assume Lv15 or higher sub-rolls are used.
==== Photon Blast Potency Up/HP Up ====
The primary roll to consider for Ranger.
 
==== Photon Blast Potency Up/Anything else ====
If you roll a Lv20 Photon Blast Potency Up but end up rolling something like Lv2 Shock Resistance Up, that's just your life until you can get a Photon Blast Potency Up/HP Up roll.
 
=== Precautions ===
Pretty much every serious roll for Ranger needs to have Photon Blast Potency Up in it due to the large damage boost it offers. Any other combination of Sub-Effects that has it is middling at best, and combinations without it are strictly bad by an endgame standard.
 
While the boost is effectively mandatory for serious play, it can safely be ignored until you have the rest of your add-on skills set up.
 
== {{Icons|NGS Gunner}} Gunner ==
{| class="wikitable" style="text-align: center;
! colspan="10" | Offensive PB Gauge Accumulation Up
|-
| colspan="10" | Increases Photon Blast meter generation while dealing damage, similar to the effects of potentials like {{Pots|Soulspring Unit}}.
 
While difficult to list a concrete value for, it tends to let you build your Photon Blast about 20 seconds faster.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +1% || +2% || +3% || +4% || +5% || +6% || +7% || +8% || +9% || +10%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +11% || +12% || +13% || +14% || +15% || +16% || +17% || +18% || +19% || +20%
|-
! colspan="10" | Sub effect: Offensive PP Recovery Up
|-
| colspan="10" | Increases PP restored when landing attacks that restore PP.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +0.5% || +1.00% || +1.50% || +2.00% || +2.50% || +3.00% || +3.50% || +4.00% || +4.50% || +5.00%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +5.50% || +6.00% || +6.50% || +7.00% || +7.50% || +8.00% || +8.50% || +9.00% || +9.50% || +10.00%
|-
! colspan="10" | Sub effect: Blind Resistance Up (GU)
|-
| colspan="10" | Increases resistance to the [[Downs#Blind|Blind]] status.
|-
|}
=== Sub-Effect Recommendations ===
All recommendations assume Lv15 or higher sub-rolls are used.
==== Offensive PP Recovery Up/HP Up ====
Primary roll to look for.
 
=== Precautions ===
There isn't a lot of room for other rolls to be as useful due to the nature of Offensive PP Recovery Up applying to every class.
 
While Blind is an annoying status, it is incredibly uncommon to the point that building resistance towards it is wasteful.
 
== {{Icons|NGS Force}} Force ==
{| class="wikitable" style="text-align: center;
! colspan="10" | Technique Weapon Potency Up
|-
| colspan="10" | Increases damage dealt with Rods, Wands, Talises, Jet Boots, and Harmonizers.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +0.25% || +0.50% || +0.75% || +1.00% || +1.25% || +1.50% || +1.75% || +2.00% || +2.25% || +2.50%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +2.75% || +3.00% || +3.25% || +3.50% || +3.75% || +4.00% || +4.25% || +4.50% || +4.75% || +5.00%
|-
! colspan="10" | Sub effect: Natural PP Recovery Up
|-
| colspan="10" | Increases passive PP regeneration.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +0.5% || +1.00% || +1.50% || +2.00% || +2.50% || +3.00% || +3.50% || +4.00% || +4.50% || +5.00%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +5.50% || +6.00% || +6.50% || +7.00% || +7.50% || +8.00% || +8.50% || +9.00% || +9.50% || +10.00%
|-
! colspan="10" | Sub effect: Panic Resistance Up (FO)
|-
| colspan="10" | Increases resistance to the [[Downs#Panic|Panic]] status.
|-
|}
=== Sub-Effect Recommendations ===
All recommendations assume Lv15 or higher sub-rolls are used.
==== HP Up/HP Recovery upon Joining Trial ====
Roll for users not interested in Natural PP Recovery Up, due to Force already being in their class combination or playing classes that don't have many windows for natural PP regeneration to matter.
 
==== Natural PP Recovery Up/HP Up ====
Roll for users interested in Natural PP Recovery Up.
 
=== Precautions ===
While Panic Resistance Up sounds nice, the most useful place for it is Leciel Exploration and enemies deal so much Light Down there that it won't offer much help avoiding the status if you get hit.
 
== {{Icons|NGS Techter}} Techter ==
{| class="wikitable" style="text-align: center;
! colspan="10" | Natural PB Gauge Accumulation Up
|-
| colspan="10" | Improves the rate your Photon Blast passively builds.
 
While your Photon Blast takes around 9 minutes to fully charge on its own, this ability reduces it to around 7 minutes and 30 seconds at max.
 
In practice, you tend to build Photon Blast about 12-13 seconds faster when in battle with big bosses.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +1% || +2% || +3% || +4% || +5% || +6% || +7% || +8% || +9% || +10%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +11% || +12% || +13% || +14% || +15% || +16% || +17% || +18% || +19% || +20%
|-
! colspan="10" | Sub effect: Damage Resistance Up
|-
| colspan="10" | Reduces damage taken.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +0.5% || +1.00% || +1.50% || +2.00% || +2.50% || +3.00% || +3.50% || +4.00% || +4.50% || +5.00%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +5.50% || +6.00% || +6.50% || +7.00% || +7.50% || +8.00% || +8.50% || +9.00% || +9.50% || +10.00%
|-
! colspan="10" | Sub effect: Poison Resistance Up (FO)
|-
| colspan="10" | Increases resistance to the [[Downs#Poison|Poison]] status.
|-
|}
=== Sub-Effect Recommendations ===
All recommendations assume Lv15 or higher sub-rolls are used.
==== HP Up/Damage Resistance Up ====
The primary roll for Techter that matters. Save Cubes to aim for this in particular down the line, and if your other Add-On Skills are satisfactory, this is worth using Master Cubes on.
 
=== Precautions ===
All other roll combinations are fairly mediocre.
 
== {{Icons|NGS Braver}} Braver ==
{| class="wikitable" style="text-align: center;
! colspan="10" | Critical Hit Rate Up
|-
| colspan="10" | Increases the chance of landing a Critical Hit.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +0.5% || +1.00% || +1.50% || +2.00% || +2.50% || +3.00% || +3.50% || +4.00% || +4.50% || +5.00%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +5.50% || +6.00% || +6.50% || +7.00% || +7.50% || +8.00% || +8.50% || +9.00% || +9.50% || +10.00%
|-
! colspan="10" | Sub effect: Restasigne Heal Amount Up
|-
| colspan="10" | Increases the effectiveness of Restasigne healing.
 
-verification todo-
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +0.5% || +1.00% || +1.50% || +2.00% || +2.50% || +3.00% || +3.50% || +4.00% || +4.50% || +5.00%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +5.50% || +6.00% || +6.50% || +7.00% || +7.50% || +8.00% || +8.50% || +9.00% || +9.50% || +10.00%
|-
! colspan="10" | Sub effect: Burn Resistance Up (FO)
|-
| colspan="10" | Increases resistance to the [[Downs#Burn|Burn]] status.
|-
|}
=== Sub-Effect Recommendations ===
All recommendations assume Lv15 or higher sub-rolls are used.
==== HP Up/Restasigne Heal Amount Up ====
Primary roll to aim for. When combined with Techter's Damage Resistance Up and other class HP Up effects, it adds a lot of extra survivability.
==== HP Up/HP Recovery upon Joining Trial ====
Secondary roll for field grinding. The regular healing source will help save Restasigne on your map during extended farming sessions.
 
== {{Icons|NGS Bouncer}} Bouncer ==
{| class="wikitable" style="text-align: center;
! colspan="10" | Dash and Glide PP Recovery
|-
| colspan="10" | Re-enables natural PP regeneration while Dashing or Gliding.
 
Effect per level is how much of your natural PP regeneration is restored.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +5% || +10% || +15% || +20% || +25% || +30% || +35% || +40% || +45% || +50%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +55% || +60% || +65% || +70% || +75% || +80% || +85% || +90% || +95% || +100%
|-
! colspan="10" | Sub effect: Encore Jump
|-
| colspan="10" | Adds a small attack near your character's feet when doing a double jump.
 
If this attack connects with an enemy, it refreshes your jump and allows you to perform another double jump. Otherwise, the effect ends.
 
There is a 0.1 second cooldown before this effect can trigger again. Furthermore, this attack can only deal damage once every 1.2 seconds.
 
The level's listed effect is the Power Notation of the attack.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +5% || +7% || +8% || +9% || +10% || +11% || +12% || +13% || +14% || +15%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +16% || +17% || +18% || +19% || +20% || +21% || +22% || +23% || +24% || +25%
|-
! colspan="10" | Sub effect: Freeze Resistance Up (BO)
|-
| colspan="10" | Increases resistance to the [[Downs#Freeze|Freeze]] status.
|-
|}
=== Sub-Effect Recommendations ===
All recommendations assume Lv15 or higher sub-rolls are used.
==== HP Up/Encore Jump ====
Primary roll to aim for. Encore Jump offers incredible mobility when in battle with larger enemies.
 
== {{Icons|NGS Waker}} Waker ==
{| class="wikitable" style="text-align: center;
! colspan="10" | PP Up (WA)
|-
| colspan="10" | Increases maximum PP.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +1 PP || +2 PP || +3 PP || +4 PP || +5 PP || +6 PP || +7 PP || +8 PP || +9 PP || +10 PP
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +11 PP || +12 PP || +13 PP || +14 PP || +15 PP || +16 PP || +17 PP || +18 PP || +19 PP || +20 PP
|-
! colspan="10" | Sub effect: Stationary HP Recovery
|-
| colspan="10" | After standing still for five seconds, you will begin passively restoring HP.
 
You must be standing still in your idle motion. If your position changes for any reason, or if you are using an emote, this effect will not occur.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +0.25% || +0.50% || +0.75% || +1.00% || +1.25% || +1.50% || +1.75% || +2.00% || +2.25% || +2.50%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +2.75% || +3.00% || +3.25% || +3.50% || +3.75% || +4.00% || +4.25% || +4.50% || +4.75% || +5.00%
|-
! colspan="10" | Sub effect: Shock Resistance Up (WA)
|-
| colspan="10" | Increases resistance to the [[Downs#Shock|Shock]] status.
|-
|}
=== Sub-Effect Recommendations ===
All recommendations assume Lv15 or higher sub-rolls are used.
==== HP Up/HP Recovery upon Joining Trial ====
Roll for users not interested in Stationary HP Recovery.
 
==== HP Up/Stationary HP Recovery ====
Primary roll that takes advantage of Stationary HP Recovery. Primarily used in solo contexts, or if there's idle time in a farm, such as between Veteran spawns.
 
== {{Icons|NGS Slayer}} Slayer ==
{| class="wikitable" style="text-align: center;
! colspan="10" | Downed Critical Hit Rate Up
|-
| colspan="10" | Increases the odds of landing a Critical Hit when an enemy is in a stunned state.
 
Also applies to enemies suffering from BREAK status.
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +5.50% || +6.00% || +6.50% || +7.00% || +7.50% || +8.00% || +8.50% || +9.00% || +9.50% || +10.00%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +10.50% || +11.00% || +11.50% || +12.00% || +12.50% || +13.00% || +13.50% || +14.00% || +14.50% || +15.00%
|-
! colspan="10" | Reduced Photon Blast Cooldown
|-
| colspan="10" | Reduces the amount of time before a Photon Blast can be used again.
 
While the base cooldown between uses is 120 seconds, it can be reduced as low as 90 seconds with a max skill level.
 
|-
! Lv1 !! Lv2 !! Lv3 !! Lv4 !! Lv5 !! Lv6 !! Lv7 !! Lv8 !! Lv9 !! Lv10
|-
| +5% || +7% || +8% || +9% || +10% || +11% || +12% || +13% || +14% || +15%
|-
! Lv11 !! Lv12 !! Lv13 !! Lv14 !! Lv15 !! Lv16 !! Lv17 !! Lv18 !! Lv19 !! Lv20
|-
| +16% || +17% || +18% || +19% || +20% || +21% || +22% || +23% || +24% || +25%
|-
! colspan="10" | Sub effect: Blind Resistance Up (SL)
|-
| colspan="10" | Increases resistance to the [[Downs#Blind|Blind]] status.
|-
|}
=== Sub-Effect Recommendations ===
All recommendations assume Lv15 or higher sub-rolls are used.
==== HP Up/Reduced Photon Blast Cooldown ====
Primary roll to look for. Other options simply don't offer much compared to this.
 
=== Other notes ===
You will typically need Techter to be your main or sub class, along with multiple high level Fixa Orgsys armors, to reach the levels of Photon Blast generation needed to come anywhere near firing your Photon Blast every 90 seconds.
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