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'''Add-On Skills''' are a form of skills that are seperate from Class Skills that can be generated from the Class Counter. They grant many benefiting effects upon generation. You can keep up to 3 Add-On Skill results per class, which you can change in Class Counter between activites.  
+
'''Add-On Skills''' are a form of skills, separate from Class Skills, which can be generated from the Class Counter. They grant many beneficial effects upon generation. You can keep up to 3 Add-On Skill results per Class, and you can switch between results or sets of results at the Class Counter between activities.  
  
Of note is that Add On Skills are '''always active regardless of current class combination'''. This means that for instance, {{Icons|NGSGunner}}Gunner's Add Ons will be active even if class combination is 2 seperate classes, like {{Icons|NGSBouncer}}Bouncer/{{Icons|NGSWaker}}Waker.
+
Of note is that Add-On Skills are '''always active regardless of current Class combination'''. This means that for instance, {{Icons|NGSGunner}}Gunner's Add-Ons will be active even if neither your Main Class nor your Sub Class is Gunner.
  
All Add-Ons generate with 1 Main Effect and 2 out of 4 Sub Effects with level from 1 to 20. After generation is complete, they also grant effect of +1% Tri-Boost per class that has Add -n Skills generated.
+
All Add-Ons generate with 1 Main Effect and 2 out of 4 possible Sub Effects, with each effect having a level between 1 and 20. Generating an Add-On Skill for the first time for each Class will also grant you a permanent +1% Tri-Boost.
  
== Add On Skill Creation ==
+
== Add-On Skill Creation ==
To generate Add-On Skills, you have to access a Class Counter. This will allow you to begin creating them. Each creation always costs {{NGSItem|Icon=NGS Tool|RealName=N-Class-Excube|PageName=Materials_(NGS)#Enhancement_Materials|Amount=1}} of the respective class, but the amount of N-Meseta used in the process as well as the guaranteed level generated will differ based on the creation level.
+
Add-On Skills can be created at the Class Counter. Each creation attempt costs {{NGSItem|Icon=NGS Tool|RealName=N-Class-Excube|PageName=Materials_(NGS)#Enhancement_Materials|Amount=1}} of the respective class, as well as N-Meseta. As you generate Add-On Skills, more creation options will become available, with later options costing more N-Meseta but raising the minimum level for all effects in the generated skill.
 
{| class="wikitable"
 
{| class="wikitable"
|+
 
 
!Skill Creation Level
 
!Skill Creation Level
 
!N-Meseta required
 
!N-Meseta required
Line 22: Line 21:
 
|10000 {{Icons|N-Meseta}}
 
|10000 {{Icons|N-Meseta}}
 
|5
 
|5
|Create Add On Skills 5 times
+
|Create Add-On Skills 5 times
 
|-
 
|-
 
|3 Skill Creation
 
|3 Skill Creation
 
|50000 {{Icons|N-Meseta}}
 
|50000 {{Icons|N-Meseta}}
 
|10
 
|10
|Create Add On Skills 20 times
+
|Create Add-On Skills 20 times
 
|}
 
|}
Once the Add-On is generated, it has to be saved on one of the 3 slots allowed per class or results have to be discarded. Only saved Add-On Skills grant the Triboost effect.  
+
Once the Add-On Skill is generated, it must be saved on one of the 3 slots allowed per Class, or else the results will be discarded. You will only gain the permanent Tri-Boost effect for a Class if you have at least one Add-On Skill saved for that Class.
  
Please note that a higher skill creation generation '''does not''' change the odds of the higher level of an Add-On Skills, the odds are always the same regardless of the creation level used. Should a lower-level Add-On be generated with a higher creation level, it shall be brought up to that level.  
+
Note that the higher-level creation options do not give you a greater chance of getting higher-level effects. For each effect of the Add-On Skill, the game always picks a level between 1 and 20. After that, if the level chosen is below the minimum level you have selected, it is raised to that minimum level.
  
 
The following table presents the odds of generating levels of the Add-On Skill:
 
The following table presents the odds of generating levels of the Add-On Skill:
 
{| class="wikitable mw-collapsible mw-collapsed"
 
{| class="wikitable mw-collapsible mw-collapsed"
|+
 
 
!Add-On Skill level
 
!Add-On Skill level
 
!Odds of generation
 
!Odds of generation
Line 92: Line 90:
 
|0.1%
 
|0.1%
 
|}
 
|}
This means generating add ons via 2 Skill Creation has a 44% chance of staying at level 5 and ones created via 3 skill addition have a 74% of remaining at level 10.  
+
This means generating Add-On Skills via 2 Skill Creation has a 44% chance of staying at level 5, while Add-On Skills created via 3 Skill Creation have a 74% chance of remaining at level 10.  
  
 
== Add-On Skill types ==
 
== Add-On Skill types ==
Add-On Skills always generate with 1 Main Effect and a selection of 2 from 4 Sub Effects. Each class has 1 unique Main effect and 1 unique Sub Effect, with reminder 3 being shared amongst all classes with some deviations.  
+
Add-On Skills always generate 1 Main Effect and 2 of a possible 4 Sub Effects. Each Class has 1 unique Main Effect and 1 unique Sub Effect, with the remaining 3 Sub Effects being shared with other classes. Each Sub Effect has the class's name in parentheses, meaning that they are considered separate boost effects. If you generate the same Sub Effect for multiple Classes, they will stack.
  
 
=== Main Effect ===
 
=== Main Effect ===
Main Effect is the primary effect generated from the Add-On Skill. It is always set to be the same for every class and will always roll every Add-On Skill creation. Of note is that Main Effect skill level '''cannot be lower''' then the previously known highest generated result- if it generated a level 12 Main Effect, it will always at minimum generate that, regardless of creation level used.  
+
The Main Effect is the primary effect generated from the Add-On Skill. Each Class has a fixed, unique Main Effect, which is guaranteed to be part of every Add-On Skill created for that class. When creating Add-On Skills, the Main Effect's skill level '''cannot be lower''' then the highest level you have previously generated for that Class- if you have generated a level 12 Gunner Main Effect, your future Gunner Main Effects will always be at least level 12, regardless of which Skill Creation option you choose.
  
 
==== List of Main Effects ====
 
==== List of Main Effects ====
Here is the list of the all possible Main Effects:
 
 
{| class="wikitable"
 
{| class="wikitable"
|+
 
 
!Main Effect
 
!Main Effect
 
!Class
 
!Class
Line 112: Line 108:
 
|{{Icons|NGSHunter}}Hunter
 
|{{Icons|NGSHunter}}Hunter
 
| +0.25% Melee DMG
 
| +0.25% Melee DMG
|Does not show on the Basic Information
+
|Not included in your damage boosts in Basic Information.
 
|-
 
|-
 
|Critical Power Up
 
|Critical Power Up
Line 122: Line 118:
 
|{{Icons|NGSRanger}}Ranger
 
|{{Icons|NGSRanger}}Ranger
 
| +0.25% Range DMG
 
| +0.25% Range DMG
|Does not show on the Basic Information
+
|Not included in your damage boosts in Basic Information.
 
|-
 
|-
 
|Attack PB Gauge Charge Up
 
|Attack PB Gauge Charge Up
Line 132: Line 128:
 
|{{Icons|NGSForce}}Force
 
|{{Icons|NGSForce}}Force
 
| +0.25% Tech DMG
 
| +0.25% Tech DMG
|Does not show on the Basic Information
+
|Not included in your damage boosts in Basic Information.
 
|-
 
|-
 
|Natural PB Gauge Charge Up
 
|Natural PB Gauge Charge Up
 
|{{Icons|NGSTechter}}Techter
 
|{{Icons|NGSTechter}}Techter
 
| +1% Natural PB Gauge Fill
 
| +1% Natural PB Gauge Fill
| rowspan="2" |N/A
+
|N/A
 
|-
 
|-
 
|Critical Rate Up
 
|Critical Rate Up
 
|{{Icons|NGSBraver}} Braver
 
|{{Icons|NGSBraver}} Braver
 
| +0.5% CRIT Rate
 
| +0.5% CRIT Rate
 +
|N/A
 
|-
 
|-
 
|Dash & Glide PP Regeneration
 
|Dash & Glide PP Regeneration
 
|{{Icons|NGSBouncer}}Bouncer
 
|{{Icons|NGSBouncer}}Bouncer
 
| +5% PP Recovery while in movement
 
| +5% PP Recovery while in movement
|Level 1 allows you to recover PP while in
+
|Enables some of your natural PP regeneration while performing movement actions<br>that would normally disable it, such as Photon Dash and Photon Glide.
 
 
all forms of movement, not just Photon Dash
 
 
 
and Photon Glide.
 
 
 
Counts as Natural PP Recovery.
 
 
|-
 
|-
 
|PP Up (Wa)
 
|PP Up (Wa)
 
|{{Icons|NGSWaker}}Waker
 
|{{Icons|NGSWaker}}Waker
 
| +1 Max PP
 
| +1 Max PP
|The parenthesis are only to diffirentiate between
+
|N/A
classes who have the same skill.
+
|-
 +
|Downed Enemy Critical
 +
|{{Icons|NGSSlayer}}Slayer
 +
| +0.5% CRIT when enemy is Downed.
 +
|Starts at 5% at level 1.<br>Applies to all forms of downs, not just Physical/Special.  
 
|}
 
|}
  
 
=== Sub Effect ===
 
=== Sub Effect ===
Sub Effects are the secondary effect of an Add-On Skill. Each class has 1 unique Sub Effect and 3 that are shared amongst each other. Every creation, 2 subs are chosen at random to join Main Effect in the Add-On Skill creation.  
+
Sub Effects are the secondary effect of an Add-On Skill. Each Class has 1 unique Sub Effect and 3 which are shared with other Classes. Each time you create an Add-On Skill, 2 Sub Effects are chosen at random.
  
Sub Level and the type of subs will always be rerolled upon new Add-On Skill creation.
+
Each Sub Effect has its own level, separate from each other and from your Main Effect. Sub Effect levels are not affected by your Main Effect's minimum level, but are affected by the minimum level of your chosen Skill Creation option.
 
 
Here's the list of all possible Sub Effects:
 
  
 
==== Unique Sub Effects ====
 
==== Unique Sub Effects ====
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|PA Charge Movement Speed Up
 
|PA Charge Movement Speed Up
 
|{{Icons|NGSHunter}}Hunter
 
|{{Icons|NGSHunter}}Hunter
| +1% Movement Speed while charging PA's
+
| +1% Movement Speed while charging PAs
|Starts at +11% at level 1
+
|Starts at +11% at level 1.<br>Applies to all PAs regardless of Class.<br>Does not apply to Normal Attacks and Techniques.
Applies to all PA's regardless of class
 
 
 
Does not apply to Normal Attacks and Techniques
 
 
|-
 
|-
 
|Jump Strength Up
 
|Jump Strength Up
 
|{{Icons|NGSFighter}}Fighter
 
|{{Icons|NGSFighter}}Fighter
 
| +2-3% Normal Jump Height
 
| +2-3% Normal Jump Height
|Starts at 103% at level 1
+
|Starts at 103% at level 1.<br>Gives 3% per level for the first 3 levels, then 2% per level.<br>Only applies to your ordinary jump.<br>Does not apply to anything else that takes you up into the air, such as PAs or [[Special Weapons]].
Gives 3% at first 3 levels, then 2%
 
 
 
Does not apply to any other causes of going mid-air,
 
 
 
including special weapons.  
 
 
|-
 
|-
 
|Photon Blast Power Up
 
|Photon Blast Power Up
 
|{{Icons|NGSRanger}}Ranger
 
|{{Icons|NGSRanger}}Ranger
 
| +0.5% DMG while using Photon Blast
 
| +0.5% DMG while using Photon Blast
| rowspan="3" |N/A
+
|N/A
 
|-
 
|-
 
|Attack PP Recovery Up
 
|Attack PP Recovery Up
 
|{{Icons|NGSGunner}}Gunner
 
|{{Icons|NGSGunner}}Gunner
 
| +0.5% Attack PP Recovery
 
| +0.5% Attack PP Recovery
 +
|N/A
 
|-
 
|-
|PP RegerationUp
+
|PP Regeneration Up
 
|{{Icons|NGSForce}}Force
 
|{{Icons|NGSForce}}Force
 
|<nowiki>+0.5% Natural PP Recovery</nowiki>
 
|<nowiki>+0.5% Natural PP Recovery</nowiki>
 +
|N/A
 
|-
 
|-
 
|Damage Reduction Up
 
|Damage Reduction Up
 
|{{Icons|NGSTechter}}Techter
 
|{{Icons|NGSTechter}}Techter
 
| +0.5% DMG Resistance
 
| +0.5% DMG Resistance
|Does not show on the Basic Information
+
|Not included in your Damage Resistance in Basic Information.
 
|-
 
|-
 
|Resta Sign Recovery Up
 
|Resta Sign Recovery Up
 
|{{Icons|NGSBraver}} Braver
 
|{{Icons|NGSBraver}} Braver
| +0.5% HP Healed from Restasigns
+
| +0.5% HP healed from Resta Signs
 
|N/A
 
|N/A
 
|-
 
|-
Line 219: Line 206:
 
|{{Icons|NGSBouncer}}Bouncer
 
|{{Icons|NGSBouncer}}Bouncer
 
| +1% DMG when landing on top of an enemy
 
| +1% DMG when landing on top of an enemy
|Starts at 5% at level 1
+
|Starts at 5% at level 1.<br>If, during a Photon Dash jump, you land on top of an enemy, you will jump again, damaging the enemy in the process.<br>There is no limit to the number of times you can do this per jump.<br>Does not work on destructible objects, only enemies.
 
 
If during a Photon Dash jump you land on top of the
 
 
 
enemy, you will jump again and enemy shall be dealt DMG.
 
 
 
You can keep doing so infintely.
 
 
 
Will not work on objects, only enemies.
 
 
|-
 
|-
 
|Standing HP Recovery
 
|Standing HP Recovery
 
|{{Icons|NGSWaker}}Waker
 
|{{Icons|NGSWaker}}Waker
 
| +0.25% HP Recovery while standing
 
| +0.25% HP Recovery while standing
|Must stand still with weapon sheathed for 5 seconds for
+
|Takes effect after you stand still with your weapon sheathed for 5 seconds.<br>Recovers a percentage of your maximum HP each second.
it to take effect.
+
|-
 
+
|PB Cooldown
Based current on max HP.
+
|{{Icons|NGSSlayer}}Slayer
 +
| -1% Photon Blast Cooldown
 +
|Starts at 5% at level 1.<br>Every -% gained shortens the cooldown by 1.8 seconds.  
 
|}
 
|}
  
 
==== Shared Sub Effects ====
 
==== Shared Sub Effects ====
 +
Each Class has its own version of each of these effects, such as HP Up (Hu) and HP Up (Ra). If you have the same effect from multiple Classes, they will stack.
 +
 
{| class="wikitable"
 
{| class="wikitable"
|+
 
 
!Sub Effect
 
!Sub Effect
 
!Class
 
!Class
Line 249: Line 231:
 
|All Classes
 
|All Classes
 
| +1 Max HP
 
| +1 Max HP
|The parenthesis are only to diffirentiate between
+
|N/A
classes who have the same skill.
 
 
|-
 
|-
 
|Trial HP Recovery
 
|Trial HP Recovery
Line 256: Line 237:
 
{{Icons|NGSBraver}} Braver,{{Icons|NGSWaker}}Waker
 
{{Icons|NGSBraver}} Braver,{{Icons|NGSWaker}}Waker
 
| +0.5-1% Max HP recovered on Trial Start
 
| +0.5-1% Max HP recovered on Trial Start
| rowspan="2" |Starts at 5% at level 1
+
| rowspan="2" |Starts at 5% at level 1<br>Gives 1% per level until level 10, then 0.5% per level.<br>Applies to all Trial start effects, including Field Races and Gigantix appearance.
Gives 1% until level 10, then 0.5%
 
 
 
Applies to all trial start effects, including Field Race start
 
 
 
and Gigantix apperances.
 
 
|-
 
|-
 
|Trial PP Recovery
 
|Trial PP Recovery
|{{Icons|NGSFighter}}Fighter,{{Icons|NGSGunner}}Gunner,{{Icons|NGSTechter}}Techter,{{Icons|NGSBouncer}}Bouncer
+
|{{Icons|NGSFighter}}Fighter,{{Icons|NGSGunner}}Gunner,{{Icons|NGSTechter}}Techter,
 +
{{Icons|NGSBouncer}}Bouncer,{{Icons|NGSSlayer}}Slayer
 
| +0.5-1% Max PP recovered on Trial Start
 
| +0.5-1% Max PP recovered on Trial Start
 
|-
 
|-
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|{{Icons|NGSHunter}}Hunter,{{Icons|NGSBraver}} Braver
 
|{{Icons|NGSHunter}}Hunter,{{Icons|NGSBraver}} Braver
 
| rowspan="6" | +1% Status Resistance to the respective  
 
| rowspan="6" | +1% Status Resistance to the respective  
status
+
status.
| rowspan="6" |Starts at 30% Resistance at level 1
+
| rowspan="6" |Starts at 30% Resistance at level 1.<br>Not included in your status resists in Basic Information.
Does not show on the Basic Information.
 
 
|-
 
|-
 
|Freeze Resistance Up
 
|Freeze Resistance Up
Line 281: Line 257:
 
|-
 
|-
 
|Mirage Resistance Up
 
|Mirage Resistance Up
|{{Icons|NGSGunner}}Gunner
+
|{{Icons|NGSGunner}}Gunner,{{Icons|NGSSlayer}}Slayer
 
|-
 
|-
 
|Panic Resistance Up
 
|Panic Resistance Up

Latest revision as of 15:12, 12 April 2023

Add-On Skills are a form of skills, separate from Class Skills, which can be generated from the Class Counter. They grant many beneficial effects upon generation. You can keep up to 3 Add-On Skill results per Class, and you can switch between results or sets of results at the Class Counter between activities.

Of note is that Add-On Skills are always active regardless of current Class combination. This means that for instance, Gunner (NGS)Gunner's Add-Ons will be active even if neither your Main Class nor your Sub Class is Gunner.

All Add-Ons generate with 1 Main Effect and 2 out of 4 possible Sub Effects, with each effect having a level between 1 and 20. Generating an Add-On Skill for the first time for each Class will also grant you a permanent +1% Tri-Boost.

Add-On Skill Creation

Add-On Skills can be created at the Class Counter. Each creation attempt costs Tool (NGS) N-Class-Excube ×1 of the respective class, as well as N-Meseta. As you generate Add-On Skills, more creation options will become available, with later options costing more N-Meseta but raising the minimum level for all effects in the generated skill.

Skill Creation Level N-Meseta required Minimum Level of Add-On Skills Unlock requirements
1 Skill Creation 5000 N-Meseta 1 Available from the start
2 Skill Creation 10000 N-Meseta 5 Create Add-On Skills 5 times
3 Skill Creation 50000 N-Meseta 10 Create Add-On Skills 20 times

Once the Add-On Skill is generated, it must be saved on one of the 3 slots allowed per Class, or else the results will be discarded. You will only gain the permanent Tri-Boost effect for a Class if you have at least one Add-On Skill saved for that Class.

Note that the higher-level creation options do not give you a greater chance of getting higher-level effects. For each effect of the Add-On Skill, the game always picks a level between 1 and 20. After that, if the level chosen is below the minimum level you have selected, it is raised to that minimum level.

The following table presents the odds of generating levels of the Add-On Skill:

Add-On Skill level Odds of generation
1 11.0%
2
3 8.0%
4
5 6.0%
6
7
8
9
10
11 5.5%
12 5.0%
13 4.0%
14 3.5%
15 3.0%
16 2.0%
17 1.4%
18 1.0%
19 0.5%
20 0.1%

This means generating Add-On Skills via 2 Skill Creation has a 44% chance of staying at level 5, while Add-On Skills created via 3 Skill Creation have a 74% chance of remaining at level 10.

Add-On Skill types

Add-On Skills always generate 1 Main Effect and 2 of a possible 4 Sub Effects. Each Class has 1 unique Main Effect and 1 unique Sub Effect, with the remaining 3 Sub Effects being shared with other classes. Each Sub Effect has the class's name in parentheses, meaning that they are considered separate boost effects. If you generate the same Sub Effect for multiple Classes, they will stack.

Main Effect

The Main Effect is the primary effect generated from the Add-On Skill. Each Class has a fixed, unique Main Effect, which is guaranteed to be part of every Add-On Skill created for that class. When creating Add-On Skills, the Main Effect's skill level cannot be lower then the highest level you have previously generated for that Class- if you have generated a level 12 Gunner Main Effect, your future Gunner Main Effects will always be at least level 12, regardless of which Skill Creation option you choose.

List of Main Effects

Main Effect Class Boost per level Remarks
Striking Weapon Power Up Hunter (NGS)Hunter +0.25% Melee DMG Not included in your damage boosts in Basic Information.
Critical Power Up Fighter (NGS)Fighter +0.5% CRIT DMG N/A
Shooting Weapon Power Up Ranger (NGS)Ranger +0.25% Range DMG Not included in your damage boosts in Basic Information.
Attack PB Gauge Charge Up Gunner (NGS)Gunner +1% Attack PB Gauge Fill N/A
Technique Weapon Power Up Force (NGS)Force +0.25% Tech DMG Not included in your damage boosts in Basic Information.
Natural PB Gauge Charge Up Techter (NGS)Techter +1% Natural PB Gauge Fill N/A
Critical Rate Up Braver (NGS) Braver +0.5% CRIT Rate N/A
Dash & Glide PP Regeneration Bouncer (NGS)Bouncer +5% PP Recovery while in movement Enables some of your natural PP regeneration while performing movement actions
that would normally disable it, such as Photon Dash and Photon Glide.
PP Up (Wa) Waker (NGS)Waker +1 Max PP N/A
Downed Enemy Critical Slayer (NGS)Slayer +0.5% CRIT when enemy is Downed. Starts at 5% at level 1.
Applies to all forms of downs, not just Physical/Special.

Sub Effect

Sub Effects are the secondary effect of an Add-On Skill. Each Class has 1 unique Sub Effect and 3 which are shared with other Classes. Each time you create an Add-On Skill, 2 Sub Effects are chosen at random.

Each Sub Effect has its own level, separate from each other and from your Main Effect. Sub Effect levels are not affected by your Main Effect's minimum level, but are affected by the minimum level of your chosen Skill Creation option.

Unique Sub Effects

Sub Effect Class Boost per level Remarks
PA Charge Movement Speed Up Hunter (NGS)Hunter +1% Movement Speed while charging PAs Starts at +11% at level 1.
Applies to all PAs regardless of Class.
Does not apply to Normal Attacks and Techniques.
Jump Strength Up Fighter (NGS)Fighter +2-3% Normal Jump Height Starts at 103% at level 1.
Gives 3% per level for the first 3 levels, then 2% per level.
Only applies to your ordinary jump.
Does not apply to anything else that takes you up into the air, such as PAs or Special Weapons.
Photon Blast Power Up Ranger (NGS)Ranger +0.5% DMG while using Photon Blast N/A
Attack PP Recovery Up Gunner (NGS)Gunner +0.5% Attack PP Recovery N/A
PP Regeneration Up Force (NGS)Force +0.5% Natural PP Recovery N/A
Damage Reduction Up Techter (NGS)Techter +0.5% DMG Resistance Not included in your Damage Resistance in Basic Information.
Resta Sign Recovery Up Braver (NGS) Braver +0.5% HP healed from Resta Signs N/A
One More Jump Bouncer (NGS)Bouncer +1% DMG when landing on top of an enemy Starts at 5% at level 1.
If, during a Photon Dash jump, you land on top of an enemy, you will jump again, damaging the enemy in the process.
There is no limit to the number of times you can do this per jump.
Does not work on destructible objects, only enemies.
Standing HP Recovery Waker (NGS)Waker +0.25% HP Recovery while standing Takes effect after you stand still with your weapon sheathed for 5 seconds.
Recovers a percentage of your maximum HP each second.
PB Cooldown Slayer (NGS)Slayer -1% Photon Blast Cooldown Starts at 5% at level 1.
Every -% gained shortens the cooldown by 1.8 seconds.

Shared Sub Effects

Each Class has its own version of each of these effects, such as HP Up (Hu) and HP Up (Ra). If you have the same effect from multiple Classes, they will stack.

Sub Effect Class Boost per level Remarks
HP Up All Classes +1 Max HP N/A
Trial HP Recovery Hunter (NGS)Hunter,Ranger (NGS)Ranger,Force (NGS)Force,

Braver (NGS) Braver,Waker (NGS)Waker

+0.5-1% Max HP recovered on Trial Start Starts at 5% at level 1
Gives 1% per level until level 10, then 0.5% per level.
Applies to all Trial start effects, including Field Races and Gigantix appearance.
Trial PP Recovery Fighter (NGS)Fighter,Gunner (NGS)Gunner,Techter (NGS)Techter,

Bouncer (NGS)Bouncer,Slayer (NGS)Slayer

+0.5-1% Max PP recovered on Trial Start
Burn Resistance Up Hunter (NGS)Hunter,Braver (NGS) Braver +1% Status Resistance to the respective

status.

Starts at 30% Resistance at level 1.
Not included in your status resists in Basic Information.
Freeze Resistance Up Fighter (NGS)Fighter,Bouncer (NGS)Bouncer
Shock Resistance Up Ranger (NGS)Ranger,Waker (NGS)Waker
Mirage Resistance Up Gunner (NGS)Gunner,Slayer (NGS)Slayer
Panic Resistance Up Force (NGS)Force
Poison Resistance Up Techter (NGS)Techter