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Category:Merit Points
What are Merit Points?
Once a player has reached level 75, they will have the option to earn limit points when defeating enemies. Once 10,000 limit points are obtained, they convert into one merit point. Merit points are a type of currency used to "buy" extra enhancements for a player whose main job has reached level 75.
Group 2 merits are now available as of the release of Treasures of Aht Urhgan on August 7th, 2026. Many "Era+" adjustments have been made.
Merit Point Menu
After a player has received the key item
Limit Breaker from the Nomad Moogle in Ru'Lude Gardens, they will be able to view current limit and merit point totals in the status window by selecting the "Merit Points" button from the Status menu. This menu is only accessible when the player's current job is level 75. This menu allows you to view your current limit points and merit points, to view merit points you have spent, and to view the categories you can spend merit points on.
When a player is in their Mog House (or Rent-a-Room), they are able to switch between EXP and limit point accumulation modes, as well as able to spend and cancel merit points.
How to Accumulate Merit Points
- When a player has reached the maximum amount of EXP (43,999) after reaching level 75, they will automatically begin accumulating limit points when fighting monsters that are at least Easy Prey.
- A player can begin collecting limit points before reaching the maximum amount of EXP by talking to the Nomad Moogle in Ru'Lude Gardens at H-5 and becoming his assistant. Then, go to a moghouse and switch to Merit Point mode under "Mode Switch" on the "Status" -> "Merit Point" menu.
- When a player is eligible to begin collecting limit points, their main job and level will be displayed in blue in the status window.
- Once a player has accumulated 10,000 limit points, the points will automatically be exchanged for a single merit point. Switching to limit point accumulation mode affects all jobs that have reached level 75. It is not necessary to switch modes for each job.
- If a player is KO'd while in limit points accumulation mode, they will lose EXP as normal. To regain that EXP, the player must switch back to EXP accumulation mode in their Mog House before fighting.
- If a player drops to level 74 as a result of being KO'd, they will automatically be switched back to EXP accumulation mode until reaching level 75 once again. If the player was collecting limit points at the time of deleveling, the player will begin collecting limit points again once they reaches level 75.
- All limit, merit, and experience points are saved internally. Switching between limit point and EXP accumulation modes does not result in a loss of any point types.
- EXP earned from items (eg. a page from the "Dragon Chronicles") cannot be converted into limit points. If a player's mode is set to limit point accumulation and the player does not have the maximum amount of EXP, the item will grant EXP (which goes toward their buffer). If a player uses one of these items after accumulating the maximum amount of EXP at level 75, the item will have no effect.
- Limit points and merit points collected on all level 75 jobs are combined, and are totaled together in your Merit Point menu. A player does not have to earn the merit points playing the job they want to spend them on.
- When set to limit point accumulation, after each battle, a message informing the player how many limit points they earned will appear in the message window (in place of the previous message informing the player how many experience points they earned).
- The maximum number of merit points a player can stock is 10. Any merit points earned after accumulating this amount will be lost.
How to Spend Merit Points
- Merit points can only be spent while inside a player's Mog House or Rent-a-Room.
- To spend a merit, a player must access the merit point menu, select the category they want to upgrade, and select Raise. There will be a series of confirmation messages.
Cancelling Spent Merit Points
- A player may wish to undo an upgrade they have already made in order to spend points in the same category on different upgrades.
- When a player cancels an upgrade, they do not get spent merit points back.
- To cancel a merit, a player must access the merit point menu, select the category they want to upgrade, and select Lower. There will be a series of confirmation messages.
Effects of Raised Attributes
- The effect of attributes raised using merit points apply to any and all jobs that the player sets as their current main job, including jobs that are not level 75.
- More upgrades apply as the player's main job increases in level.
- Levels 1-9, no merits have effect.
- Levels 10-19, one merit per category takes effect.
- Levels 20-29, two merits per category take effect.
- Levels 30-39, three merits per category take effect.
- Levels 40-49, four merits per category take effect.
- Levels 50-59, five merits per category take effect.
- Levels 60-69, six merits per category take effect.
- Levels 70-74, seven merits per category take effect.
- At level 75, all merits have effect.
Merit Point Categories
There is a limit on the total number of upgrades that can be done in each category ("maximum combo").
- Example) A player can perform 8 upgrades on HP; 4 upgrades on HP and 4 upgrades on MP; 8 upgrades on MP; or any other combination adding up to 8.
- However, upgrading both HP and MP 8 times is not possible.
There is a limit on the total number of upgrades that can be done on each item ("max per item").
Upgrades increase in the number of merit points they cost as you upgrade an item.
- Example) The first MP upgrade costs 1 merit. The second upgrade costs 2 merits. The third upgrade costs 3 merits. The fourth upgrade costs 4 merits. The fifth upgrade costs 5 merits. The sixth, seventh, and eight upgrades cost 5 merits each.
- Example 2) If a player wanted to upgrade HP 4 times and MP 4 times, the HP upgrades would cost 1, then 2, then 3, then 4 merits, and the MP upgrades would cost 1, then 2, then 3, then 4 merits.
HP/MP
[1>2>3>4>5>5>5>5]
Maximum combo: 8
Maximum per item: 8
- Max HP (+10 per upgrade)
- Max MP (+10 per upgrade)
Attributes
[3>6>9>9>9]
Maximum combo: 5
Maximum per item: 5
- STR (+1 per upgrade)
- DEX (+1 per upgrade)
- VIT (+1 per upgrade)
- AGI (+1 per upgrade)
- INT (+1 per upgrade)
- MND (+1 per upgrade)
- CHR (+1 per upgrade)
Combat Skills
Only skills that the current (level 75) job possesses can be adjusted.
Depending on their main job, raising combat skills may not necessarily allow a player to use certain weapon skills.
Weapon Skills
[1>2>3>3>3>3>3>3]
Maximum per item: 8
Maximum total: 16
- Hand-to-Hand Skill (+2 per upgrade)
- Dagger Skill (+2 per upgrade)
- Sword Skill (+2 per upgrade)
- Great Sword Skill (+2 per upgrade)
- Axe Skill (+2 per upgrade)
- Great Axe Skill (+2 per upgrade)
- Scythe Skill (+2 per upgrade)
- Polearm Skill (+2 per upgrade)
- Katana Skill (+2 per upgrade)
- Great Katana Skill (+2 per upgrade)
- Club Skill (+2 per upgrade)
- Staff Skill (+2 per upgrade)
- Archery Skill (+2 per upgrade)
- Marksmanship Skill (+2 per upgrade)
- Throwing Skill (+2 per upgrade)
Defensive Skills
[1>2>3>3]
Maximum per item: 4
Maximum total: 4
- Guarding Skill (+2 per upgrade)
- Evasion Skill (+2 per upgrade)
- Shield Skill (+2 per upgrade)
- Parrying Skill (+2 per upgrade)
Magic Skills
[1>2>3>3>3>3>3>3]
Only skills that the level 75 job possesses can be adjusted.
Maximum per item: 8
Maximum total: 16
- Divine Magic Skill (+2 per upgrade)
- Healing Magic Skill (+2 per upgrade)
- Enhancing Magic Skill (+2 per upgrade)
- Enfeebling Magic Skill (+2 per upgrade)
- Elemental Magic Skill (+2 per upgrade)
- Dark Magic Skill (+2 per upgrade)
- Summoning Magic Skill (+2 per upgrade)
- Ninjutsu Skill (+2 per upgrade)
- Singing Skill (+2 per upgrade)
- String Instrument Skill (+2 per upgrade)
- Wind Instrument Skill (+2 per upgrade)
- Blue Magic Skill (+2 per upgrade)
Other
[1>2>3>4]
Maximum per item: 4
Maximum total: 8
- Enmity Increase (+1 per upgrade)
- Enmity Decrease (-1 per upgrade)
- Critical Hit Rate (+1% per upgrade)
- Enemy Critical Hit Rate (-1% per upgrade)
- Spell Interruption Rate (-2% per upgrade)
Job-Specific Merits
Each job has specific job-related upgrades which enhance existing abilities, traits, and spells, or grant new ones. These upgrades do not apply to other jobs, and only apply when the job is at Level 75.
There are two groups of Job-Specific Merits: Group 1 and Group 2. The two groups have differing Merit Point costs, and have seperate maximum totals. Upgrades purchased on one job will not affect the cap or cost of other jobs' job-specific merits.
Group 1
[1>2>3>4>5]
Maximum per item: 5
Max combo: 10 (for each job)
Group 2
[3>4>5>5>5]
Maximum per item: 5
Max combo: 10 (for each job)
Warrior
Group 1:
- Berserk Recast (-10 seconds per upgrade)
- Defender Recast (-6 seconds per upgrade)
- Warcry Recast (-10 seconds per upgrade)
- Aggressor Recast (-10 seconds per upgrade)
- Double Attack Rate (+1% per upgrade)
Group 2:
- Warrior's Charge (Will double your next attack. Recast: 15min. Increase chance of triple attack by 5 percent and reduces recast by 2 mins 30 sec per upgrade beyond the first)
- Tomahawk (Expends a throwing tomahawk to inflict a Special Defense Down effect on an enemy for 30 sec. Recast: 3min. Increases duration of Special Defense Down by 15 sec for each upgrade beyond the first)
- Savagery (Adds a TP Bonus effect to Warcry. +100 TP Bonus per upgrade)
Revenge (While under the effect of Retaliation, counterattacks grant a stack of Revenge, reducing physical damage taken by
%, decreases enmity loss when taking damage by
%, and increases counterattack damage by
% for each stack. Increaes maximum Revenge stacks by 1 per upgrade)
Monk
Group 1:
- Focus Recast (-10 seconds per upgrade)
- Dodge Recast (-10 seconds per upgrade)
- Chakra Recast (-10 seconds per upgrade)
- Counter Rate (+1% per upgrade)
- Kick Attack Rate (+1% per upgrade)
Group 2:
- Mantra (Increases the max HP of party members within area of effect by 4% per upgrade.)
- Formless Strikes (While in effect, melee attacks will not be considered physical damage, but deal 40% less damage. No effect on weapon skills. Recast: 10min. Reduces damage penalty by 5% per upgrade beyond the first)
Invigorate (Adds a Regen effect when using Chakra. Increases duration by 3 seconds and potency by 1 per upgrade)- Penance (Adds an effect to Chi Blast that inhibits an enemy's TP accumulation. Effect lasts for 20 seconds per upgrade)
White Mage
Group 1:
- Divine Seal Recast (-20 seconds per upgrade)
- Cure Cast Time (-4% cast time of all Cure spells per upgrade)
- Bar Spell Effect (+2 potency of Bar spells, +2 magic defense bonus per upgrade)
- Banish Effect (+2 damage, +2 length of defense down per upgrade)
- Regen Effect (+1 HP recovered each tic per upgrade)
Group 2:
- Martyr (Sacrifices HP to heal a party member double the amount. Recast: 20min. Reduces recast by 2 mins 30 sec per upgrade beyond the first)
Devotion Effect (After using Devotion, grants "Fast Cast"
to the target for 30 seconds. Effect increases by 2 percent per upgrade)
Sanctuary (Grants a party member a powerful resistance to enfeebling magic and Dispel effects. Recast: 20min. Reduces recast by 2 mins 30 sec per upgrade beyond the first)
Full Cure (Consumes all MP. Fully estores target's HP and cures all status ailments. Minimum required MP decreases by 75 per upgrade)
Black Mage
Group 1:
- Elemental Seal Recast (Shorten recast time by 20 seconds per upgrade)
- Fire Magic Potency (+2 potency per upgrade)
- Ice Magic Potency (+2 potency per upgrade)
- Wind Magic Potency (+2 potency per upgrade)
- Earth Magic Potency (+2 potency per upgrade)
- Lightning Magic Potency (+2 potency per upgrade)
- Water Magic Potency (+2 potency per upgrade)
Group 2:
Ancient Magic II (Decreases cooldown of Ancient Magic II by 1 min for the first three upgrades, and by 2 mins for the last two upgrades)
Subtle Sorcery (Reduces the amount of enmity generated from a magic spell by 50%. Recast: 20min. Decrease enmity by 12.5% and recast by 2 mins 30 sec per upgrade beyond the first)
Enmity Decrease Boost (Boosts enmity decrease
when taking damage)- Elemental Magic Debuff Duration (Increases Elemental Magic debuff duration by 12 seconds per upgrade)
Elemental Magic Debuff Effect (Increases Elemental Magic damage over time by 1 per upgrade. The final 3 points also increase Elemental Magic debuff potency by 1)
Aspir Absorption Amount (Increases the amount of MP absorbed by Aspir by 2% per upgrade)
Red Mage
Group 1:
- Convert Recast (-20 seconds per upgrade)
- Fire Magic Accuracy (+3 magic accuracy per upgrade)
- Ice Magic Accuracy (+3 magic accuracy per upgrade)
- Wind Magic Accuracy (+3 magic accuracy per upgrade)
- Earth Magic Accuracy (+3 magic accuracy per upgrade)
- Lightning Magic Accuracy (+3 magic accuracy per upgrade)
- Water Magic Accuracy (+3 magic accuracy per upgrade)
Group 2:
Enspell Damage (Increases damage of Enspell effects by 1 per upgrade)
Convert Effect (Increases HP to MP conversion by 2% and HP restored by 75 per upgrade)
Enfeebling Duration (Increases enfeebling magic duration by 3 seconds per upgrade)
Phalanx II Effect (Increase Phalanx II damage reduction limit
by 2 per upgrade. The final upgrade removes the reduction limit
)
Bio III Effect (Deals dark damage that weakens an enemy's attacks and gradually reduces its HP. Increases duration of effect by 15 seconds and Dark Magic skill contribution
by 1 per upgrade)
Battle Mage (Improves accuracy with daggers and swords by 2 per upgrade)
Thief
Group 1:
- Flee Recast (-10 seconds per upgrade)
- Hide Recast (-10 seconds per upgrade)
- Sneak Attack Recast (-2 seconds per upgrade)
- Trick Attack Recast (-2 seconds per upgrade)
- Triple Attack Rate (+1% per upgrade)
Group 2:
- Assassin's Charge (Will triple your next attack. Recast: 15min. Increase chance of fourfold attack by 5 percent and reduces recast by 2 mins 30 sec per upgrade beyond the first)
- Feint (Your next successful attack will greatly reduce an enemy's evasion. Recast: 10min. Reduces recast time by 2 minutes per upgrade beyond the first)
- Aura Steal (Adds a Dispel effect to Steal. Occasionally absorbs dispelled effect. Increase absorb rate by 20% per upgrade)
Oppressor (After using Bully, reduces aiming delay for the next shot by 17% per upgrade)
Paladin
Group 1:
- Shield Bash Recast (-10 seconds per upgrade)
- Holy Circle Recast (-20 seconds per upgrade)
- Sentinel Recast (-10 seconds per upgrade)
- Cover Effect Length (+4 seconds per upgrade)
- Rampart Recast (-10 seconds per upgrade)
Group 2:
Fealty (Grants a powerful resistance to enfeebling magic. Recast: 20min. Reduces recast by 2 mins 30 sec per upgrade beyond the first)
Reprisal (Increases chance of blocking with shield, and reflects portion of blocked damage back to attacker. Recast: 5min. Increases block chance by 10% per upgrade)- Iron Will (Adds a 19% Spell Interruption Rate Down effect to Rampart per upgrade)
Guardian (Reduces enmity loss while using Sentinel and Cover
by 19% per upgrade)
Dark Knight
Group 1:
Souleater Recast (-10 sec
per upgrade)- Arcane Circle Recast (-20 seconds per upgrade)
- Last Resort Recast (-10 sec per upgrade)
- Last Resort Effect (+2% atk up, 2% def down per upgrade)
- Weapon Bash Recast (-10 seconds per upgrade)
Group 2:
Dark Seal (Enhances the accuracy of your next dark magic spell. Recast: 15min. Reduces cast time of dark magic spells by 10 percent per upgrade beyond the first
)
Diabolic Eye (Reduces max. HP, increases accuracy. Recast: 15min. Reduces recast by 2 mins 30 sec for each upgrade beyond the first)- Muted Soul (Reduces enmity while using Souleater by 10% per upgrade)
- Desperate Blows Effect (Increases Job Ability haste for two-handed weapons when using Last Resort by 2% per upgrade)
Beastmaster
Group 1:
- Killer Effects (Increase intimidation rate on all killer effects by 1 percent per upgrade)
- Reward Recast (-3 seconds per upgrade)
- Call Beast Recast (-10 seconds per upgrade)
- Sic Recast (-2 seconds per upgrade)
- Tame Recast (-20 seconds per upgrade)
Group 2:
Feral Howl (Terrorizes the target. Against Notorious Monsters, Stuns for 3 seconds instead. Recast: 15min. Reduce recast by 2 mins 30 sec per upgrade beyond the first)
Killer Instinct (Grants a Killer effect
to party members within area of effect. Party members will also deal increased damage
fighting enemies of the corresponding monster families. Recast: 10min. Increase damage bonus by 3 percent per upgrade beyond the first
)
Tandem Strike (Grants a bonus to your and your pet's accuracy and magic accuracy when you and your pet are attacking the same target. Increases accuracy by 3 for the first four upgrades, and by 5 for the final upgrade)- Beast Healer (Enhances the Regen effect of Reward. +1 Regen amount per upgrade)
Bard
Group 1:
- Lullaby Recast (-1 second per upgrade)
- Finale Recast (-1 second per upgrade)
- Minne Effect (+1 per upgrade)
- Minuet Effect (+1 per upgrade)
- Madrigal Effect (+1 per upgrade)
Group 2:
- Nightingale (Halves the casting and recast times of songs. Recast: 10min. Increases the chance of instant casting per during Nightingale by 25% per upgrade beyond the first)
- Troubador (Increases the casting time for songs by 1.5x and doubles the effect duration. Recast: 10min. Increases song accuracy during Troubador by 25% per upgrade beyond the first)
Con Anima (Decreases own physical damage taken while singing a beneficial song by 1% per upgrade)
Con Brio (Decreases own magic damage taken while singing a beneficial song by 1% per upgrade)
Ranger
Group 1:
Scavenge Effect (10%
more ammo per upgrade)- Camouflage Recast (-10 seconds per upgrade)
- Sharpshot Recast (-10 seconds per upgrade)
- Unlimited Shot Recast (-6 seconds per upgrade)
- Rapid Shot Rate (+1% per upgrade)
Group 2:
- Stealth Shot (Your next ranged attack will generate less enmity. Recast: 5min. Reduces enmity by 10% per upgrade)
Flashy Shot (Your next ranged attack will generate more enmity and and ignore level difference penalties. Recast: 15min. Reduces recast by 2 mins 30 sec per upgrade beyond the first)- Snapshot (Reduces ranged attack aiming delay by 2% per upgrade)
- Recycle Rate (Occasionally allows ranged attacks without consuming ammunition. Increases rate of activation by 5% per upgrade)
Samurai
Group 1:
- Third Eye Recast (-2 seconds per upgrade)
- Warding Circle Recast (-20 seconds per upgrade)
- Store TP Effect (+2 per upgrade)
- Meditate Recast (-6 seconds per upgrade)
- Zanshin Attack Rate (+1% per upgrade)
Group 2:
- Shikikoyo (Shares TP above 1000 with a party member. Recast: 15min. Reduces recast by 2 mins 30 sec per upgrade beyond the first)
Shuuren (Grants a bonus to skillchain damage based on the number of weaponskill weapon types used on the target. Duration increases by 5 seconds per upgrade)
Ikishoten (While under the effect of Hasso, occasionally triggers Zanshin after landing a normal attack. Increases activation rate by
% per upgrade)
Overwhelm (When performing great katana weapon skills face-to-face with an enemy, increases attack by 3% per upgrade)
Ninja
Group 1:
- Subtle Blow Effect (+1 per upgrade)
- Katon Effect (+2 damage, +2 resist down time per upgrade)
- Hyoton Effect (+2 damage, +2 resist down time per upgrade)
- Huton Effect (+2 damage, +2 resist down time per upgrade)
- Doton Effect (+2 damage, +2 resist down time per upgrade)
- Raiton Effect (+2 damage, +2 resist down time per upgrade)
- Suiton Effect (+2 damage, +2 resist down time per upgrade)
Group 2:
Daken (When equipped with a shuriken, occasionally throws the shuriken when autoattacking. Increases the rate of Daken activation by
% per upgrade)
Ninja Tool Expertise (Occasionally allows the use of ninjutsu without consuming ninja tools. Increases the rate of activation by 5% per upgrade)
Yonin Effect (While under the effect of Yonin, enhances elemental ninjutsu enmity by
% and reduces enfeebling ninjutsu recast by
%, but further impairs attack by
% per upgrade.)
Innin (Impairs evasion and magic accuracy. When striking target from behind, increases accuracy by
%, critical hit rate by
%, and reduces enmity by
% per upgrade)
San Spell Attack (Increases magic attack of San elemental ninjutsu by 2 for the first two upgrades, then 1 for the last 3 upgrades)
San Spell Accuracy (Increases accuracy of San elemental ninjutsu by 2 for the first two upgrades, then 1 for the last 3 upgrades)
Dragoon
Group 1:
- Ancient Circle Recast (-20 seconds per upgrade)
- Jump Recast (-3 seconds per upgrade)
- High Jump Recast (-6 seconds per upgrade)
Super Jump Recast (-6
seconds per upgrade)- Spirit Link Recast (-6 seconds per upgrade)
Group 2:
Deep Breathing (Enhances effect of next wyvern breath. Recast: 15min. Reduces recast by 2 mins 30 sec for each upgrade beyond the first)- Angon (Expends an angon to lower an enemy's defense for 30 sec. Recast: 3min. Increases duration of Defense Down by 15 sec for each upgrade beyond the first)
- Empathy (Copies beneficial status effects to wyvern when using Spirit Link. Increases number of copied effects by 1 per upgrade)
Strafe Effect (Increases accuracy of wyvern breath by 5 and Magic Evasion Down effect
by 2 per upgrade)
Summoner
Group 1:
- Avatar Physical Accuracy (+3 per upgrade)
- Avatar Physical Attack (+2 per upgrade)
- Avatar Magical Accuracy (+3 per upgrade)
- Avatar Magical Attack (+2 per upgrade)
- Elemental MP Cost (-1 per tick per upgrade)
Group 2:
Meteor Strike Effect (Increases Meteor Strike TP bonus by 400 per upgrade)
Heavenly Strike Effect (Increases Heavenly Strike TP bonus by 400 per upgrade)
Wind Blade Effect (Increases Wind Blade TP bonus by 400 per upgrade)
Geocrush Effect (Increases Geocrush TP bonus by 400 per upgrade)
Thunderstorm Effect (Increases Thunderstorm TP bonus by 400 per upgrade)
Grand Fall Effect (Increases Grand Fall TP bonus by 400 per upgrade)
Blue Mage
Group 1:
- Chain Affinity Recast (-4 seconds per upgrade)
- Burst Affinity Recast (-4 seconds per upgrade)
- Monster Correlation (Increase monster family related effects by 1 per upgrade)
- Physical Potency (+2 Magic Potency of physical Blue Magic spells per upgrade)
- Magical Accuracy (+2 Magic Accuracy of magical Blue Magic spells per upgrade)
Group 2:
Convergence Effect (Enhances the effect of Convergence. Increase magic attack by 3 and reduce cast time
by 30 seconds per upgrade
)- Diffusion (Grants the effect of your next support blue magic spell to party members within range. Recast: 20min. Reduces recast by 2 mins 30 sec per upgrade beyond the first)
- Enchainment (Grants a 10 TP Bonus to Chain Affinity per upgrade)
Efflux (Grants 1000 TP Bonus to the next physical blue magic spell you cast. Recast: 20min. Reduces recast by 2 mins 30 sec per upgrade beyond the first)
Corsair
Group 1:
- Phantom Roll Recast (-2 seconds per upgrade)
- Quick Draw Recast (-2 seconds per upgrade)
- Quick Draw Accuracy (+2 per upgrade)
- Random Deal Recast (-40 seconds per upgrade)
- Bust Duration (-10 seconds per upgrade)
Group 2:
- Snake Eye (Your next roll will automatically be a 1. Recast: 15min. Reduces recast by 2 mins 30 sec per upgrade beyond the first)
- Fold (Erases one roll or bust effect. Targets self-cast effect with the longest remaining duration. Recast: 15min. Reduces recast by 2 mins 30 sec per upgrade beyond the first)
- Winning Streak (Increases duration of Phantom Roll effects by 20 sec per upgrade)
Loaded Deck (Grants Random Deal the chance to reset up to 2 abilities. Increase chance by 4 percent per upgrade)
Puppetmaster
Group 1:
- Automaton Melee Skill (+2 per upgrade)
- Automaton Ranged Skill (+2 per upgrade)
- Automaton Magic Skill (+2 per upgrade)
- Activate Recast (-40 seconds per upgrade)
- Repair Recast (-6 seconds per upgrade)
Group 2:
- Role Reversal (Swaps HP of master and automaton. Recast: 4min. Reduces recast by 30 sec per upgrade beyond the first)
- Ventriloquy (Swaps the enmity of master and automaton for target. Recast: 2min. Reduces recast by 15 sec per upgrade beyond the first)
- Fine-Tuning (Increase accuracy by 5, ranged accuracy by 5, evasion by 5, and magic defense by 5 per upgrade)
- Optimization (Increase attack by 5% defense by 5% and magic attack by 5 per upgrade)
Pages in category "Merit Points"
The following 32 pages are in this category, out of 32 total.
