Add-on Skills

Add-on Skills#

Add-on Skills are permanent buffs for the player regardless of which class is being played. However, obtaining Add-on Skills requires class-specific materials called N-Class EX-Cubes which are used at the Class Counter to generate Add-on Skills from specific classes. Each class gives their own unique buffs which are separated into two categories: Main Effects and Sub Effects. There is only one Main Effect per class, and it is guaranteed every time you generate an Add-on Skill from that class. Sub Effects are randomly selected from a pool of possible effects from the given class, and is assigned a random level from 1 to 20. The Main Effect’s level monotonically increases from 1 to 20 with each Add-on Skill generation (i.e., its level can never drop). For more information about Add-on Skills, refer to the Arks-Visiphone.

You should prioritize Main Effects first before the Sub Effects because Main Effects are guaranteed, monotonically increase in level, and are typically more impactful to Gameplay than Sub Effects. It can also cost a lot to get Add-on Skills to level 20, so Level 18 is considered to be a suitable stopping point.

Here is a class priority in which you should obtain and level up your Add-on Skills:

Important

If you play Melee and Tech classes, then the Hunter and Force Add-on Skills should be moved closer to the top of the list to maximize their damage output.

Class

Main Effect

Sub Effect

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Ranger

Ranged Potency Up

Photon Blast Potency Up

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Braver

Critical Hit Rate Up

Restasigne Heal Amount Up

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Fighter

Critical Hit Potency Up

Jump Power Up

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Slayer

Downed Critical Hit Rate Up

Reduced Photon Blast Cooldown

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Waker

PP Up

Stationary HP Recovery

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Techter

Natural PB Gauge Accumulation Up

Damage Resistance Up

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Gunner

Offensive PB Gauge Accumulation Up

Offensive PP Recovery Up

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Force

Technique Potency Up

Natural PP Recovery Up

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Hunter

Melee Potency Up

PA Charge Movement Speed Up

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Bouncer

Dash and Glide PP Recovery

Encore Jump