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.
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
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
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.
DEF
5%
8%
10%
Value: Medium More value for characters with counters, dodges, substitute, etc.
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.
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 RefreshHP is restored on every turn and RevitalizeRecover HP each turn. Boost to charge bar if HP is full. is not increased for characters without points in Healing EMP or a Healing Over Mastery
Bonus, no matter the source of the buff
Elemental ATK
5%
8%
10%
Value: High Usually outperforms raw ATK (Matches character's element)
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]
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.
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.
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.
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.
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]
Hostility Up
Small
Medium
Big
Value: Varies At Small/Medium/Big: +5/+8/+10. See Hostility for details.
Hostility Down
Small
Medium
Big
Value: Varies At Small/Medium/Big: -3/-4/-5. See Hostility for details.
Dodge Rate Up
1%
2%
3%
Dodge Rate Up EMP activates on a turn basis, in contrast to Dodge Rate UpChance to dodge DMG and debuffs which rolls per hit. If activated, the character will dodge all attacks during the turn.[3]
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
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.
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.
Overdrive Attack
5%
8%
10%
Value: Medium Great supplement to other damage perks at higher Extended Mastery Levels.
Less useful against V2.0 bosses as most lack an Overdrive.
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.
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]
Rank
SASingle Attack
DADouble Attack
TATriple Attack
-
10%
22%
37%
1★
11%
24%
40%
2★
11%
24%
41%
3★
11%
25%
42%
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.
Ineffective in V2.0 battles.
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.
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.
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]
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).
Enmity
Small
Medium
Big
Value: Varies Good for characters already using enmity. Separate from weapon skill enmity,[6][7] additive with JammedATK is greatly boosted based on how low HP is .
HP
Formula
100% - 75%
1% (fixed)
75% - 50%
(3 + ((HP % - 0.75) / -0.25 * 0.5)) * x/3
50% - 0%
(3.5 + ((HP % - 0.5) / -0.5 * 5.5)) * x/3
x is the amount of stars on a given perk; Big: 3, Medium: 2, Small: 1
HP % = Current HP / Max HP
Stamina
Small
Medium
Big
Value: Varies Separate from weapon skill stamina,[6] additive with StrengthATK is greatly boosted based on how high HP is .
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.
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
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
02
03
01
05
04
Second Row (Race)
Style
1
2
3
4
5
01
02
04
03
04
10
05
06
Light ATK and Dark DMG Down change elements to match the character's element and elemental advantage respectively
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.
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.
4 If activated, the character will dodge all attacks during the turn.[12]
Over Mastery Ring Stat Probabilities
In general, higher quality rings have better chances for higher stat values.
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.
Cages are used in the character's Extended Mastery screen
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.
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.
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.
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:
Chance to boost HypeATK is boosted Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. upon normal attacks.
Chance to raise a foe's ThunderstruckMultiattack rate is lowered based on lvl (Max: 10 / Can't be removed) Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 180 seconds lvl by 1 upon using charge attack (Max: 10).
Chance to end Refreshing BreezeGrant an ally 50% TA UpTriple attack rate is boosted Strength: 50%Duration: 5 turns and Supplemental DMGDMG dealt is supplemented Strength: (Damage cap: 20,000)Duration: 5 turns.'s cooldown upon one-foe attacks.
All allies gain Charge Bar +Instantly boosts Charge Bar by upon using AdagioPerform a concerto. (All allies gain AdagioEarth ATK and DEF is boosted Strength: 15% Earth ATK Up / 5% DEF UpVerification needed. While FocusAdagio effect is boosted is active: 45% Earth ATK Up / 15% DEF UpVerification needed. Duration: 4 turns.).
Boost to charge bar at end of turn when BulwarkReceives foe attack in place of an ally (Excludes all-foe all-ally attacks) / DEF is boosted (Can't be removed) is in effect.
Reduces damage taken from foes with Secret PlotFallen in Cain's trap / Debuff resistance is lowered (Can't be removed) Local status effect for all allies.
All allies gain Charge Bar +Instantly boosts Charge Bar by upon using VivacePerform a concerto. (All allies gain VivaceFire ATK and C.A. DMG are boosted Duration: 4 turns.).
Bonus Elemental DMG effect against foes with ForewarningDebuff effect resistance is lowered due to Chat Noir's challenge letter (Can't be removed) Stacking: PermanentLocal status effect.
Boost to Grasse au SuieruChance to revive an ally. If revive fails, Grasse au Suieru cooldown is set to 2 turns. (Only useable when in Koubu.)'s success rate.
Slight chance to end skill cooldowns for Gammadion Cross2-hit, 300% Water damage to a foe (Damage cap: ~313,000 per hit). Inflict 1 random debuff. At level 55: Effect enhanced. At level 85: Also inflict 30% ATK DownATK is lowered Strength: 30%Base Accuracy: 100%Duration: 180 secondsStacking: Single and 30% DEF DownDEF is lowered Strength: 30%Base Accuracy: 100%Duration: 180 secondsStacking: Single. Now inflict 2 random debuffs., Carnage4-hit Water damage to random foes (Damage cap: ~155,000 per hit). Inflict GravityMax charge diamonds are increased Base Accuracy: 100%Duration: 180 seconds on all foes. At level 75: Damage increased. At level 95: Number of hits increased to 6. Also removes 1 buff from all foes., and AviratiExtend the duration of Water allies' buffs by 1 turn. (Excludes 1-turn buffs.) At level 130: All Water allies also gain 2 random buffs. upon using a skill.
Boost to C.A. DMG while RaaamenDEF is boosted / Double attack rate is boosted / Triple attack rate is boosted (Can't be removed) Stacking: Special Buff is in effect.
Restore Jeanne d'Arc's HP upon using Banner of the BraveAll allies gain Charge Bar +20%Instantly boosts Charge Bar by 20% Strength: 20% and RevitalizeRecover HP each turn. Boost to charge bar if HP is full. Strength: 400 HP or 10% charge barDuration: 3 turns. Restore 10% of all allies' HP (Healing cap: 1500)..
Deal critical hits against a foe with ComatoseComatoseCan't attack and takes big DMG (Chance to end upon taking DMG) Takes 50% more damage Local status effect ComatoseCan't attack and takes big DMG (Chance to end upon taking DMG) Takes 50% more damage Local status effect effect.
Chance to "Ooh-ooh-aaahhh!" upon drinking Handsome Gorilla DADark allies gain HypeATK is boosted Duration: 4 turns, Guaranteed DAGuaranteed double attack regardless of Double Attack Lowered debuffs Strength: GuaranteedDuration: 4 turns, and 20% TA UpTriple attack rate is boosted Strength: 20%Duration: 4 turns, ooh-ahh! (Self-inflict 20% Max HP Lowered (Stackable / Max: 100%)Max HP is lowered (Stackable / Can't be removed) Strength: 20% (Max: 100%)Duration: IndefiniteAt 100%, leaves 1 max HP. At level 95: Dark allies also gain 10% Charge Bar Gain UpCharge bar gain is boosted Strength: 10%Duration: 4 turns.).
Boost to multiattack rate when Mahira has Drum BeatGain stars by attacking foes a certain number of times / Boost to Spirit Pulse effect based on the number of stars (Can't be removed) .
Boost to target's charge bar upon using Piece of CakeGrant an ally Charge Bar +20%Instantly boosts Charge Bar by 20% Strength: 20%, 100% / 20% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 20% more damage.Duration: 4 turns, Happy SprinklesATK is boosted / DEF is boosted Strength: 50% / 50%Multiplier: NormalDuration: 4 turnsStacking: Special Buff, and 50% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks Strength: 50%Duration: 1 turn ..
Chance to raise DragonianDMG and DMG cap for normal attacks and counterattacks are boosted based on Dragonian lvl / Can withstand lethal DMG by consuming 1 lvl (Leaves 1 HP) (Max: 5 / Can't be removed) lvl by 1 upon normal attacks.
All allies gain Charge Bar +Instantly boosts Charge Bar by upon using ModeratoPerform a concerto. (All allies gain ModeratoLight ATK and dodge rate are boosted Strength: 15% Light ATK Up / 3% Dodge Rate Boosted While FocusModerato effect is boosted is active: 45% Light ATK Up / 15% Dodge Rate BoostedDuration: 4 turns.).
All allies gain Charge Bar +Instantly boosts Charge Bar by upon using LargoPerform a concerto. (All allies gain LargoWater ATK is boosted / Recovers HP each turn Strength: 15% Water ATK Up / 100 HP While FocusLargo effect is boosted is active: 45% Water ATK Up / 300 HPDuration: 4 turns.).
Restore HP upon using Parata ProtettivaGain SubstituteReceives foe attack in place of an ally (Excludes all-foe all-ally attacks) Duration: 1 turn , Dodge-and-Counter (2 times)Dodges and counters normal attacks Strength: 200%Duration: 4 turnsCounter attacks grant 5% charge bar per hit., and Supplemental DMG (20,000)DMG dealt is supplemented Strength: 20,000Duration: 4 turns. (Consumes 30% of charge bar. Boost to number of counterattacks based on AffinatoATK and multiattack rate are boosted based on lvl / Bonus Earth DMG effect (Max: 5 / Can't be removed) lvl [Max: 7 times].).
Boost to critical hit rate against foes with ConvulsionMode bar was greatly cut (Resistant to further Convulsion / Can't be removed) Duration: 180 seconds.
Chance of Kickfighter's CreedCharge attack DMG and charge attack DMG cap boosted (Max: 5 lvls / Can't be removed) Duration: Indefinite lvl rising upon using High Kick II.
All allies gain Charge Bar +Instantly boosts Charge Bar by upon using AnimatoPerform a concerto. (All allies gain AnimatoWind ATK and charge bar gain are boosted Strength: 15% Wind ATK Up / 10% Charge Bar Gain Up While FocusAnimato effect is boosted is active: 45% Wind ATK Up / 20% Charge Bar Gain UpDuration: 4 turns.).
Boost to DEF while Blue Rose BarrierSubstitute effect / DMG taken is reduced / Grants buffs to all allies every turn based on the barrier's strength lvl (Can't be removed / Ends when endurance hits 0) is in effect.
Gain ATK Up (Stackable / Max: 30%)ATK is boosted while active (Stackable) Strength: Based on rank (Max: 30%)Multiplier: NormalDuration: Indefinite upon dodging.
Gain ATK Up (Stackable / Max: 30%)ATK is boosted while active (Stackable) Strength: Based on rank (Max: 30%)Multiplier: NormalDuration: Indefinite upon dodging.
Chance to raise ChivalryBoost to charge bar gain and healing specs based on Chivalry lvl when in Starslayer mode / Boost to C.A. DMG and C.A. DMG cap based on Chivalry lvl when in Heavensbane mode Duration: IndefiniteCan't be removed lvl by 1 upon using Steadfast Shield or Ardent Blade.
Chance to raise ChivalryChivalry lvl increases upon taking DMG (After charge attack, gain various effects on based on Chivalry lvl) Duration: Indefinite lvl at end of turn.
Gain Mirror Image (1 time)Next one-to-one attack received will be ineffective (Effect removed on next all-foe all-ally attack) Duration: Indefinite upon taking big DMG.