Character Extended Mastery Perks
- This article is about awakening characters. For awakening weapons, see Weapon Awakening.
Character list | Extended Mastery | Gallery
SSR Characters | SR Characters | R Characters | NPC Characters
This article is about recruitable Characters' Perks. For the Main Character's Class Perks, see Extended Mastery Perks.
Once a character reaches their level cap, Extended Mastery is unlocked which offers a variety of bonuses through perks. The bonuses are acquired by spending Extended Mastery Points (EMP) to add stars to the perks.
- See the Character Extended Mastery List for each individual characters' perks
- See Extended Mastery Perks for the perks accessible to the main character
- All characters can earn EMP and have most if not all their EMP perks available, though newly added characters typically release without their final perk. Special groups of characters (such as Eternal or Evoker characters) may have additional perks locked behind other requirements.
About EMP
- Characters at their current level cap earn 1 EMP per 36,000 EXP, e.g. an SSR that has been uncapped two times can gain EMP once they have reached level 60, but if they are uncapped a third time, they will no longer gain EMP until reaching the cap again with the following exceptions:
- 5★ SSR characters can earn EMP at any level
- 5★ SR characters can earn EMP at any level above 70
- 20 Gems can be converted to 1 EMP without limit
- EMP and starred perks are not shared between different versions of a character, though Extended Mastery Lvl is.
- However, 5 EMP from one version of a character can be traded for 1 EMP to another version
- Earning EMP raises a character's Extended Mastery Lvl
- Nothing is refunded when resetting stars
Perk Details
- The total number of stars a character can have is determined by their current Extended Mastery Lvl (see Star Cap below)
- Opposite the main character's Extended Mastery Perks, most character perks become less efficient with each star invested into a given perk.
- Thus, it is usually recommended to take one star in multiple perks before investing three stars anywhere
- In most cases, the highest priority perks are Critical Hit (if on-element), Elemental ATK, C.A. Damage Cap, and Skill Damage Cap
- The bottom row of each character's EMP grid is always a custom set chosen specifically for that character. If you have addressed High priority items as listed below, consider investing points into the bottom row if you are unsure where to put points next.
Icon | Name | ★☆☆ | ★★☆ | ★★★ | Notes | ||||||||||||||||||||
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ATK | 500 | 800 | 1000 | Value: Medium Much less ATK than the main character's version of the perk and usually less value than the Elemental ATK perk. Can be considered after other perks with higher priority have been invested. | ||||||||||||||||||||
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DEF | 5% | 8% | 10% | Value: Medium More value for characters with counters, dodges, substitute, etc. | ||||||||||||||||||||
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HP | 250 | 500 | 750 | Value: Medium Usually less effective-HP than DEF. However, it is treated as a base HP increase and thus will be more effective when HP boosting auras or weapon skills are present. | ||||||||||||||||||||
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Healing | 10% | 15% | 20% | Value: Varies Also increases Healing Cap; viable on characters with team healing and/or targeted healing with a short cooldown. Note that healing from | ||||||||||||||||||||
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Elemental ATK | 5% | 8% | 10% | Value: High Usually outperforms raw ATK (Matches character's element)
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Element Resistance | 2% | 4% | 5% | Value: Low This is Elemental DMG Lowered (not Damage Cut) (Matches character's elemental advantage) Every node has its own modifier; having 2 nodes at 1★ will reduce DMG by 3.96%1-(0.98*0.98) versus 4% with a single node at 2★.[1]
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Double Attack | 3% | 5% | 6% | Value: Varies Value diminishes as weapon grid reaches higher inherent DA rates, including DA status buffs. Also loses its value for characters who have inherent guaranteed multiattacks. | ||||||||||||||||||||
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Triple Attack | 2% | 4% | 5% | Value: Varies Similar to Double Attack, the value depends on each individual character. Unnecessary for characters who are included in a team that has consistent ways to achieve guaranteed triple attacks. | ||||||||||||||||||||
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Attack Up Defense Down |
+900 ATK -10% DEF |
+1300 ATK -15% DEF |
+1500 ATK -20% DEF |
Value: Varies Usually too risky, but one star can be viable. | ||||||||||||||||||||
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Defense Up Attack Down |
+10% DEF -900 ATK |
+15% DEF -1300 ATK |
+20% DEF -1500 ATK |
Value: Varies Much better trade than above. With a strong weapon grid the ATK penalty is relatively small for the same reason ATK perks become worse the stronger your grid is. The more stars put into the skill the smaller the relative penalty so it's better to go for 3★ than stop at 2★. Furthermore, rather than putting 2★ or 3★ Defense Up it's better to put 1★ here and 1★ in two Attack Up nodes. | ||||||||||||||||||||
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Critical Hit | Small | Medium | Big | Value: High (and more efficient with each star!) At Small/Medium/Big: 12/20/25% chance of 12/20/25% bonus damage. In terms of estimated damage this is one of the best EMPs, however it has issues for practical use in endgame due to inability to maintain consistent damage and inefficient usage near the damage cap. In such cases experienced players may opt for more consistent EMPs instead to guarantee their setups work. Separate perks act independently (eg. two 3-stars offer two separate 25% chances to crit) and separate crits (from perks or otherwise) can occur on the same attack; if three 3-star procs, it'll confer 75%25%+25%+25% extra damage.[2] | ||||||||||||||||||||
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Hostility Up | Small | Medium | Big | Value: Varies At Small/Medium/Big: +5/+8/+10. See Hostility for details. | ||||||||||||||||||||
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Hostility Down | Small | Medium | Big | Value: Varies At Small/Medium/Big: -3/-4/-5. See Hostility for details. | ||||||||||||||||||||
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Dodge Rate Up | 1% | 2% | 3% | Dodge Rate Up EMP activates on a turn basis, in contrast to ![]() which rolls per hit. If activated, the character will dodge all attacks during the turn.[3] | ||||||||||||||||||||
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Reflect | 2% | 4% | 5% | Chance to reflect 99% of the damage, thus acts as a 99% cut as well. Same effect as Narmaya's Lock Swords passive | ||||||||||||||||||||
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Debuff Hit Rate | 5% | 8% | 10% | Value: Varies Important for characters brought for their debuffs (eg. Tweyen). Generally more useful in longer battles as bosses build up resistance to debuffs. | ||||||||||||||||||||
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Debuff Resistance | 5% | 8% | 10% | Value: Low Not a very reliable bonus by itself, while strong debuffs often have too much accuracy or outright ignore resistance. In some cases, it might be a nice boost for a character that already has some strong resistances and skills to help out other party members, though in most cases a source of Veil is a far more effective countermeasure. | ||||||||||||||||||||
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Overdrive Attack | 5% | 8% | 10% | Value: Medium Great supplement to other damage perks at higher Extended Mastery Levels. | ||||||||||||||||||||
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Break Attack | 5% | 8% | 10% | Value: Varies Great supplement to other damage perks at higher Extended Mastery Levels. Harder to see the benefits compared to Overdrive Attack perks, since many late-game enemies will have short break timers or will escape break through triggers. Debuffs such as | ||||||||||||||||||||
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Overdrive Curbed | 5% | 8% | 10% | Value: Very Low Ineffective in V2.0 battles. | ||||||||||||||||||||
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Boost to Charge Bar | 5% | 8% | 10% | Values are rounded up. So for a single attack where 1★ is 10.5%, 2★ 10.8%, 3★ 11.0% all are rounded up to 11%. [4]
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Mode Bar Cut | 5% | 8% | 10% | Value: Very low. Increases the mode bar reduction from damage. Even if it increases the mode bar reduction by several percent it will still usually take the same number of turns to break an enemy's overdrive. This can, however, be useful in Unite & Fight NM150 (which historically has the following mechanics) because it both helps hit overdrive (which fills the diamonds) before the first trigger (at 85) and then subsequently reset the diamonds with the trigger (avoiding a situation where you are hit by an ougi twice) and also with the fairly difficult race to break the boss after 85 due to the lack of triggers from 85 to 50. | ||||||||||||||||||||
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C.A. Damage | 10% | 15% | 20% | Value: Medium If a character isn't reaching their Charge Attack damage cap, one star is often worth it. | ||||||||||||||||||||
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C.A. Damage Cap | 5% | 8% | 10% | Value: High Useless before a character hits the Charge Attack damage cap; an excellent way to increase damage after they do. | ||||||||||||||||||||
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Skill Damage | 10% | 15% | 20% | Value: Awful As damage skills tend to easily hit their cap, and especially since it's additive; a skill that does 500% damage will do 520% and skill that does 100% * 10 will do 120% * 10 when this node is 3★.[5] | ||||||||||||||||||||
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Skill Damage Cap | 5% | 8% | 10% | Value: High Good for characters that deal damage mainly with skills, and excellent for characters with automatic skill damage (e.g. auto-activated skills, bonus elemental damage after Charge Attack). | ||||||||||||||||||||
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Enmity | Small | Medium | Big | Value: Varies Good for characters already using enmity Separate from weapon skill enmity.[6][7] At Big:
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Stamina | Small | Medium | Big | Value: Varies Separate from weapon skill stamina[6] At Big: 6% damage at 100% HP and decreases linearly to 2% at 0% HP[8] | ||||||||||||||||||||
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Support Skill | Lvl 1 | Lvl 2 | Lvl 3 | Grants a new passive. Effects vary by character. |
ATK vs Elemental ATK
ATK offers a smaller effective damage increase as one's weapons and summons improve due to the inflation of the raw ATK stat.
- eg. a character with 10,000 ATK gaining 1,000 ATK (3 stars in the perk) represents a 10% increase
- alternatively: a character with 30,000 ATK (still gaining 1,000 from the perk) represents only a ~3% increase
Elemental ATK, on the other hand, increases the Elemental Modifier, scaling with raw ATK regardless of inflation.
- ie. the 5/8/10% increase does not change whether a character has 10,000 or 30,000 ATK
- Still encounters diminishing returns due to other contributors to the Elemental Modifier, such as most summons, carbuncle calls, or having an elemental advantage
- On the other hand, provides exceptional value when using non-elemental summons such as Omegas, Primals, or Grand Order
Ultimately, Elemental ATK usually has priority simply because it offers more effective damage than raw ATK when the math settles, but it is still almost always worth adding one star to each before adding three stars to either.
Star Cap
The total number of stars a character can have at a time is determined by their Extended Mastery Level, which increases by gaining Extended Mastery Points. Extended Mastery Lvl, unlike EMP, is shared between all versions of the same character.
EM Lvl | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Stars | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EMP | - | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EMP total | - | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EM Lvl | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | n | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Stars | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | 18 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EMP | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EMP total | 150 | 160 | 170 | 180 | 190 | 200 | 210 | 220 | 230 | 240 | 250 | 260 | 270 | 280 | 10*(n-1) |
- Current Extended Mastery Lvl cap is 999.[9]
Star Cost
Each star added increases the cost of additional stars by 1, eg.
- The first star added for a character costs 1 EMP
- The seventh star costs 7 EMP
- The cumulative cost of the first through seventh stars is 1+2+3+4+5+6+7=28 EMP
- Removing stars will similarly reduce the cost when you add stars again, making it more efficient to remove multiple stars at a time before replacing them
Star | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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EMP cost | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Gem cost | 20 | 40 | 60 | 80 | 100 | 120 | 140 | 160 | 180 | 200 | 220 | 240 | 260 | 280 | 300 | 320 | 340 | 360 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EMP total | 1 | 3 | 6 | 10 | 15 | 21 | 28 | 36 | 45 | 55 | 66 | 78 | 91 | 105 | 120 | 136 | 153 | 171 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Gem total | 20 | 60 | 120 | 200 | 300 | 420 | 560 | 720 | 900 | 1100 | 1320 | 1560 | 1820 | 2100 | 2400 | 2720 | 3060 | 3420 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Star | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EMP cost | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Gem cost | 380 | 400 | 420 | 440 | 460 | 480 | 500 | 520 | 540 | 560 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EMP total | 190 | 210 | 231 | 253 | 276 | 300 | 325 | 351 | 378 | 406 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Gem total | 3800 | 4200 | 4620 | 5060 | 5520 | 6000 | 6500 | 7020 | 7560 | 8120 |
Perk Determination
Each character has access to perks based on their style and race, as well as perks individual to that specific character. In cases where style/race perks are impractical for a certain character, some of those perks may be individualized as well (eg. Seox).
First Row (Style)
Style | 1 | 2 | 3 | 4 | 5 |
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Second Row (Race)
Style | 1 | 2 | 3 | 4 | 5 |
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- Light ATK and Dark DMG Down change elements to match the character's element and elemental advantage respectively
Third Row (Individual)
Specific to each individual character: see Character Extended Mastery List or an individual character page.
Over Mastery
![](/images/thumb/8/8e/Extra_lb_tips.png/400px-Extra_lb_tips.png)
![](/images/thumb/a/a4/Icon_Renown_Pendant.png/25px-Icon_Renown_Pendant.png)
![](/images/thumb/d/d7/Icon_Prestige_Pendant.png/25px-Icon_Prestige_Pendant.png)
The first and second Over Mastery Bonus stats are always ATK and
HP . The third and fourth bonuses are randomly picked from a list of possible stats (excluding ATK and HP) and is the same list for all characters. For example, it is possible for a character with no innate healing skills to obtain a
Healing Over Mastery Bonus.
A character's Over Mastery Bonuses can be overwritten by using another ring. After using another ring, the game will give you the choice of keeping a character's current bonuses or the newly generated bonuses. The ring is not refunded if you keep the current bonuses.
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300 | 600 | 900 | 1200 | 1500 | 1800 | 2100 | 2400 | 2700 | 3000 |
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150 | 300 | 450 | 600 | 750 | 900 | 1050 | 1200 | 1350 | 1500 |
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6% | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% |
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6% | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% |
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10% | 12% | 14% | 16% | 18% | 20% | 22% | 24% | 27% | 30% |
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6% | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% |
![]() (+30% DMG)[11] |
10% | 12% | 14% | 16% | 18% | 20% | 22% | 24% | 27% | 30% |
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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
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6% | 7% | 8% | 9% | 10% | 12% | 14% | 16% | 18% | 20% |
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3% | 6% | 9% | 12% | 15% | 18% | 21% | 24% | 27% | 30% |
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6% | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% |
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1% | 2% | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10% |
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6% | 7% | 8% | 9% | 10% | 11% | 12% | 13% | 14% | 15% |
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1% | 2% | 3% | 4% | 5% | 6% | 7% | 8% | 9% | 10% |
- 1 Each ring is guaranteed ATK and HP. In addition, there is a chance a ring will gain 1 stat of each color. Lineage rings guarantee a third stat, Intricacy Rings guarantee four.
- 2 Enmity activates at 75% HP where ATK increases slowly until 50% HP, where it increases steeply. For a graph with values, we refer to the top image within Google spreadsheet.
- 3 Stamina either decreases linearly, or is constant until a certain HP breakpoint and then decreases linearly. For a graph with values, we refer to the bottom image within Google spreadsheet.
Over Mastery Ring Stat Probabilities
In general, higher quality rings have better chances for higher stat values.
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Coronation Prob. | Lineage Prob. | Intricacy Prob. |
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300 | 150 | 28.3%Verification needed. | 0%Verification needed. | ?% |
600 | 300 | 20.5%Verification needed. | 0%Verification needed. | ?% |
900 | 450 | 13.4%Verification needed. | 18.0%Verification needed. | ?% |
1200 | 600 | 10.6%Verification needed. | 18.6%Verification needed. | ?% |
1500 | 750 | 8.7%Verification needed. | 18.6%Verification needed. | ?% |
1800 | 900 | 5.9%Verification needed. | 14.5%Verification needed. | ?% |
2100 | 1050 | 5.9%Verification needed. | 10.5%Verification needed. | ?% |
2400 | 1200 | 3.1%Verification needed. | 8.7%Verification needed. | ?% |
2700 | 1350 | 2.8%Verification needed. | 7.6%Verification needed. | ?% |
3000 | 1500 | 0.8%Verification needed. | 3.5%Verification needed. | ?% |
Permanent Mastery
![](/images/6/66/Icon_augment2_l.png)
A Perpetuity Ring is a power-up item that unlocks permanent bonuses for a character. A ring icon will appear on a character's thumbnail if a perpetuity ring has been used for them.
Permanent Mastery Bonuses
Extended Mastery Star Cap +10
ATK +10%
HP +10%
DMG Cap +5%
Notes:
- Permanent mastery bonuses are predetermined.
- Over mastery bonuses from coronation, lineage, and intricacy rings can still be unlocked on top of the permanent mastery bonuses.
- A perpetuity ring can only be given once to each character. A perpetuity ring won't unlock permanent mastery bonuses for other versions of the same character.
- 10% ATKPerpetuity modifier Up stacks additively with
Shield of Eternal Splendor
Where to obtain Perpetuity Rings
- Trade
Gold Nuggets in the Shop.
- Trade
Four Symbols Stones in the Shop.
- Pride of the Ascendant Shop (1 for 3×
Cloud Commendation).
- Alchemy Lab.
- Trade Premium Pass points in the Premium Point Shop.
History
Rings available from Treasure Trade:
No | Date | Wait | Cost | Notes |
---|---|---|---|---|
- | - | 227 days | ??? | Time since last ring |
16 | 2023-11-02 | 330 days | ![]() | |
15 | 2022-12-07 | 218 days | ![]() | |
14 | 2022-05-03 | 179 days | ![]() | |
13 | 2021-11-05 | 302 days | ![]() | |
12 | 2021-01-07 | 62 days | ![]() | |
11 | 2020-11-06 | 11 days | ![]() | |
10 | 2020-10-26 | 227 days | ![]() | |
9 | 2020-03-13 | 87 days | ![]() | |
8 | 2019-12-17 | 22 days | ![]() | |
7 | 2019-11-25 | 136 days | ![]() | |
6 | 2019-07-12 | 33 days | ![]() | |
5 | 2019-06-09 | 135 days | ![]() | |
4 | 2019-01-25 | 131 days | ![]() | |
3 | 2018-09-16 | - | ![]() | Initial stock of 3 |
Average 144 days between rings |
Other sources:
- 2024-03-22: Reward from Tales of Arcarum
- 2024-03-10: Reward from GBF 10th Birthday Giveaway
- 2024-03-06: Reward from Heart of the Sun
- 2023-10-07: Reward from Tales of Arcarum
- 2023-06-07: Reward from Tales of Arcarum
- 2022-11-21: Reward from Tales of Arcarum
- 2022-03-17:
Perpetuity Ring ×1 given to all players as part of an Official Twitter Campaign
Aetherial Mastery
![](/images/thumb/b/b6/Update_aetherial_ring_1.png/350px-Update_aetherial_ring_1.png)
Characters can get a random bonus on stats by using bonus-unlocking items for aetherial mastery bonuses.
Different versions of the same character can have their own individual aetherial mastery bonuses.
Characters that already have aetherial mastery bonuses can have their current aetherial mastery bonuses replaced with new ones.
Items used to replace bonuses will not be returned even if you decide to cancel.
Unlocking Aetherial Mastery Bonuses
Each item that unlocks aetherial mastery bonuses is usable on characters of its corresponding element.
The following items will unlock aetherial mastery bonuses when used:
- Fire allies:
Brimstone Earrings
- Water allies:
Permafrost Earrings
- Earth allies:
Brickearth Earrings
- Wind allies:
Jetstream Earrings
- Light allies:
Sunbeam Earrings
- Dark allies:
Nightshade Earrings
Any of these can be used on characters whose element changes depending on the main character's element.
Only one of the following bonuses is unlocked upon using an earring.
Bonus | MinimumCurrent known values | MaximumCurrent known values |
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10% | 17% |
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5% | 12% |
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15% | 22% |
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5% | 12% |
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5 | 12 |
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5 | 12 |
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5 | 12 |
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18% | 35% |
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5% | 12% |
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10% | 17% |
+5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 |
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10,000 | 12,000 | 14,000 | 16,000 | 18,000 | 20,000 | 22,000 | 24,000 |
- Supplemental damage is based on 1% of the foe's max HP, capped based on the bonus value.
- For more information, see the Supplemental Damage page.
Uncapped Mastery Bonuses
- See also: Cages
![](/images/thumb/8/8a/Update_extend_bonus.png/300px-Update_extend_bonus.png)
An item called a Cage can be used to give a character an uncapped mastery bonus and raise their EM Star Cap by 2.
Up to 5 cages can be used per character. Cage usage is unique to each version of a character, and therefore cages used on one version of a character will not carry over to another.
Unlocking Uncapped Mastery Bonuses
Cages corresponding to a character's element are required to unlock uncapped mastery bonuses. Here is a list of each cage and its matching element.
- Fire characters:
Oxblood Cage
- Water characters:
Cyan Cage
- Earth characters:
Sepia Cage
- Wind characters:
Fern Cage
- Light characters:
Sulfur Cage
- Dark characters:
Nightshade Cage
Any of these can be used on characters whose element changes depending on the main character's element.
Awakening
- This section is about awakening characters. For awakening weapons, see Weapon Awakening.
![](/images/thumb/2/2e/Awakening_tips1.jpg/300px-Awakening_tips1.jpg)
Characters' stats are boosted based on their awakening level. Awakening level can be raised once their character level reaches a certain level, which depends on the character's rarity.
- SSR: Lvl 80
- SR: Lvl 70 (60 for certain characters)
- R: Lvl 50
Awakening Bonuses
There are four types of Awakening Bonuses, with each type granting different bonuses. Balanced is the default for all characters, but Awakening types can be changed after reaching Awakening level 2 or higher and requires an Awakening Orb of the corresponding type.
Awakening levels are kept when changing between types, and players may switch back to the default of Balanced at any time for no cost.
All characters start at Awakening level 1 which provides no bonus.
Balanced (Default)
- Level 1 provides no bonus.
ATK +1000
HP +500
C.A. DMG +5%
Multiattack +2% (+2% Double Attack Rate and +2% Triple Attack Rate)
ATK +2000 (Requires clearing Chapter 63 Story: Boundless Joy to unlock)
HP +1000 (Requires clearing Chapter 110 Story: Protector of Truth to unlock)
C.A. DMG +15% (Requires clearing Chapter 148 Story: A Tale of Two Souls to unlock)
Multiattack +2% (Requires clearing Chapter 164 Story: Harsh Reality Part 2 to unlock)
Attack (Requires
Ruby Awakening Orb)
- Level 1 provides no bonus.
ATK +1000
ATK +1000
C.A. DMG +5%
C.A. DMG +5%
ATK +2000 (Requires clearing Chapter 63 Story: Boundless Joy to unlock)
ATK +2000 (Requires clearing Chapter 110 Story: Protector of Truth to unlock)
C.A. DMG +15% (Requires clearing Chapter 148 Story: A Tale of Two Souls to unlock)
ATK +2000 (Requires clearing Chapter 164 Story: Harsh Reality Part 2 to unlock)
Defense (Requires
Sapphire Awakening Orb)
- Level 1 provides no bonus.
ATK +1000
HP +500
HP +500
DEF +5%
HP +1000 (Requires clearing Chapter 63 Story: Boundless Joy to unlock)
HP +1000 (Requires clearing Chapter 110 Story: Protector of Truth to unlock)
DEF +15% (Requires clearing Chapter 148 Story: A Tale of Two Souls to unlock)
HP +1000 (Requires clearing Chapter 164 Story: Harsh Reality Part 2 to unlock)
Multiattack (Requires
Citrine Awakening Orb)
- Level 1 provides no bonus.
ATK +1000
Double Attack +4%
C.A. DMG +5%
Triple Attack +2%
ATK +2000 (Requires clearing Chapter 63 Story: Boundless Joy to unlock)
Double Attack +6% (Requires clearing Chapter 110 Story: Protector of Truth to unlock)
Triple Attack +3% (Requires clearing Chapter 148 Story: A Tale of Two Souls to unlock)
N.A. DMG Amplify +5% (Requires clearing Chapter 164 Story: Harsh Reality Part 2 to unlock)
Raising Awakening Level
Awakening lvl can be raised by consuming treasure or gems. The treasure used is based on the character's rarity and element. Characters that have dynamic elements, such as Lyria, have a unique treasure requirement.
To access the Awakening menu, go to the character details screen, tap Add Bonuses, and tap the Awakening Lvl tab.
General Awakening materials for each rarity are as follows:
SSR Awakening Materials
Lvl 2 |
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Lvl 3 |
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Lvl 4 |
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Lvl 5 |
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Lvl 6 |
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Lvl 7 |
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Lvl 8 |
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SR Awakening Materials
Lvl 2 |
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Lvl 3 |
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Lvl 4 |
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Lvl 5 |
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Lvl 6 |
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Lvl 7 |
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Lvl 8 |
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R Awakening Materials
Lvl 2 |
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Lvl 3 |
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Lvl 4 |
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Lvl 5 |
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Lvl 6 |
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Lvl 7 |
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Lvl 8 |
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Current characters with support skills
No | TTier | Name | ElElement | Style | Race | Support Skill |
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References
- ↑ https://twitter.com/zekasyuz/status/942068160148025344
- ↑ https://twitter.com/Granblue_GW/status/841909618272043008
- ↑ zekasyuz dodge https://twitter.com/zekasyuz/status/953069949198548992
- ↑ https://グランブルーファンタジー.gamewith.jp/article/show/47629#limit
- ↑ https://twitter.com/zekasyuz/status/941874681283358720
- ↑ 6.0 6.1 Hekate_mk2 http://gbf-verification.blog.jp/archives/4074233.html
- ↑ https://twitter.com/soufflex_/status/858774506118168576
- ↑ https://twitter.com/Hecate_mk2/status/854278566015451136
- ↑ https://twitter.com/lunatic00moon/status/874927160259117061
- ↑ 10.0 10.1 EX LB Aggregation https://docs.google.com/spreadsheets/d/1uehv6CTXeepJjUVOPL03FywwMVlT1QW62MZO-R21ndU/edit#gid=1519281220
- ↑ zekasyuz EX LB Crit https://twitter.com/zekasyuz/status/973034181113475072
- ↑ 12.0 12.1 GameWith, Aetherial Mastery Bonuses https://xn--bck3aza1a2if6kra4ee0hf.gamewith.jp/article/show/218626