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.
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.
- See Character Extended Mastery Perks for the perks accessible to characters who are not the MC.
- You gain 1 EMP per 36,000 EXP acquired on a Level 20 class.
- 50 Gems can be converted to 1 EMP without limit. or 20
- No resources are refunded when removing stars.
- 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.
- 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.
Free 3000 base ATK with no strings attached. Should always be your first purchase.
A solid perk combined with the HP perk.
Quite a large amount of health, great to keep MC alive.
Limited usefulness since most classes don't use heals.
|Skill DMG Bonus||-||1%||3%||5%||★||
|Overdrive Curbed Bonus||-||1%||3%||5%||★||
|Debuff Resistance Bonus||-||1%||3%||5%||★|
|Debuff Success Bonus||-||1%||3%||5%||★★★★||
High priority on classes where you cast debuffs.
||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
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.
|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.
|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%||★★|
|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%||★★|
|Specialty WPN 2 DMG Bonus III||200||1%||3%||5%||★★|
||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%||?|
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.
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