Category:Merit Points

Verdienstpunkte

What are Merit Points?
Once a character has reached level 75, you will have the option to earn limit points when defeating enemies, instead of Experience Points. 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 character whose main job has reached level 75 or higher, though some merit categories will partially affect lower-level jobs.

Merit Point Menu
Once a player has reached level 75, they can speak to the Nomad Moogle in Ru'Lude Gardens (next to Maat) to enroll in the "Moogle Merit Management" system and receive a permanent key item: Limit Breaker. They will then be able to access the "Merit Points" menu from the "Status" menu to view current limit and merit point totals, and to spend merit points on upgrades. This menu is only accessible when the character's current job is level 75 or higher.

Merit adjustments can only be raised or lowered inside a Mog House or Rent-a-Room; merit points cannot be allocated elsewhere. However, it is possible to switch from experience point mode to limit point mode in most areas, except when under a level restriction, or when participating in Besieged.

How to Accumulate Merit Points
When a character has reached the maximum amount of Experience Points (43,999) after reaching level 75 (or higher, if the appropriate limit break quest has been cleared), they will automatically begin accumulating limit points when fighting monsters that would otherwise yield EXP. This occurs even if you have not yet obtained the Limit Breaker, so it is not necessary to leave an Experience Points party to enable collecting merit points (i.e. on a first job, you may reach 75, cap your xp and gain the merits needed for New Worlds Await in the same session). Limit point accumulation may also be manually enabled at almost any time, provided you are level 75 or higher and possess the Limit Breaker.

Experience and Limit Points Modes
A character can begin collecting limit points before reaching the maximum amount of EXP by switching to Merit Point mode under "Mode Switch" on the merit point menu. When a player is collecting limit points, their main job and level will be displayed in blue in the status window instead of white, and the EXP meter will be greyed out. You must be level 75 or higher to do this.

Once a character 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 or higher (it is not necessary to switch modes for each job).

If a character is KO'd while in LP accumulation mode, they will lose EXP as normal. To regain that EXP, the player must switch back to EXP accumulation mode before fighting.
 * However, if a character has reached the maximum amount of EXP and has automatically switched to limit points as a result, he/she will automatically switch back into experience points mode until capped once again.

If a character on Merit Point mode drops to level 74 as a result of being KO'd, he/she will resume collecting EXP if they were in LP accumulation mode, until they have reached level 75 once again. In such a case, the player will begin collecting LP again once he/she reaches level 75.
 * Note that this not only applies to deleveled jobs, but also to subsequent jobs to hit level 75, so it is prudent to switch to EXP accumulation mode before leveling from 74 to 75 in order to build some buffer.

Collecting Points
When set to limit point accumulation, after each battle a message informing the player how many limit points his/her character earned will appear in the message window (in place of the previous message informing the player how many Experience Points his/her character has earned). A notification that the character has gained a merit point is announced just as if they had gained a level and a fanfare and banner is shown; however, the character will not have their HP/MP refilled as they do upon gaining a level.
 * The maximum number of merit points a character can stock is 30. You will continue to receive limit points past this point (up until 9999/10000 LP toward the next merit point) but any limit points earned after accumulating this amount will be lost.

Limit points and merit points collected on all level 75 jobs are combined, and are totaled together in your Merit Point menu. A character does not have to earn the merit points playing the job he/she wants to spend them on.

Special Considerations
Experience Points earned from experience scrolls (e.g. a page from the "Dragon Chronicles") may only be used to earn EXP, not LP. Even if the character is in LP accumulation mode, the item will still only grant EXP when used. If the character is unable to accumulate any more EXP, the item may still be used but it will have no effect.

If a character has their level reduced when entering a Level Restricted Area, they will gain the full amount of limit points that they would have gained if they were actually that level (assuming the character's actual level is 75 or above, and is in LP accumulation mode). This is in contrast to experience points, which are under such conditions. When in a Level Restricted area, the amount of limit points gained is the greater of the following two calculations: one using actual character levels (calculation A), and one using character levels under influence of the level cap (calculation B). This is opposed to experience points, in which case the greater of calculation A and 50% of calculation B is awarded as experience points.

WARNING: Any instance of earning experience will only give EXP or LP, never both at once. For instance, if you are in EXP accumulation mode and are 100 EXP away from cap, defeating an enemy worth 300 EXP will only grant you 100 EXP and 0 LP. This can be very disturbing with events such as FoV, Campaign, or Besieged rewards, where a potentially large amount of experience can be awarded all at once, yet most of it can be wasted due to having lost a small amount of EXP from having been KO'd at an earlier point in time. It is advisable to check your EXP totals and EXP/LP accumulation mode before participating in such events.

Level sync
Limit points can be earned while under the effect of Level Sync. Although you can check the number of limit points and merit points you have while under the effect of Level Sync, it is not possible to change modes from limit points to experience points or vice versa while under the effect of Level Sync.

How to Spend Merit Points
Merit points can only be spent while inside a character'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.
 * Refer to the general and job-specific categories below for possible merits.

Canceling Spent Merit Points
A player may wish to undo an upgrade that was made in order to spend points in the same category on different upgrades. 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. Note that any merit points that were spent to make the upgrade originally will not be refunded to the player.

Effects of Raised Attributes
The effect of merit points upgrades in the general categories 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 character's main job increases in level, as shown below.


 * {| cellpadding="3" cellspacing="2"

!Job Levels !Upgrades in effect per item
 * - style="background:#ffdead;"
 * - style="background:#e3e6ff" align="center"
 * 1-9
 * 0
 * - style="background:#e3e6ff" align="center"
 * 10-19
 * 1
 * - style="background:#e3e6ff" align="center"
 * 20-29
 * 2
 * - style="background:#e3e6ff" align="center"
 * 30-39
 * 3
 * - style="background:#e3e6ff" align="center"
 * 40-49
 * 4
 * - style="background:#e3e6ff" align="center"
 * 50-54
 * 5
 * - style="background:#e3e6ff" align="center"
 * 55-59
 * 6
 * - style="background:#e3e6ff" align="center"
 * 60-64
 * 7
 * - style="background:#e3e6ff" align="center"
 * 65 or higher
 * 8
 * }

General Merit Point Categories
Upgrades in the following merit point categories affect all of a character's jobs, as per the table above.

There is a limit on the total number of upgrades that can be done in each category ("Max combo").
 * For Example: A player can perform 15 upgrades on HP; 8 upgrades on HP and 7 upgrades on MP; 15 upgrades on MP; or any other combination adding up to 15. However, upgrading both HP and MP 15 times each is not possible.

There is also a limit on the total number of upgrades that can be done on each item ("Max per item") and the number of merit points that are required per upgrade increase cumulatively as you complete each upgrade for that item.
 * For 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 eighth upgrades cost 5 merits each.
 * 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.

{| border="0" width="100%" cellpadding="5" cellspacing="2"
 * align="left" width="50%" valign="top"|
 * align="left" width="50%" valign="top"|

HP/MP
[1→2→3→4→5→5→5→5→5→7→7→7→9→9→9] Max combo: 15 Max per item: 15
 * Max HP (+10 per upgrade)
 * Max MP (+10 per upgrade)

Total merit points needed to master ONE skill : 83
 * align="left" width="50%" valign="top"|

Attributes
[3→6→9→9→9→12→12→12→12→15→15→15] Max combo: 24 Max per item: 12
 * 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)

Total merit points needed to master ONE skill : 129
 * align="left" valign="top" colspan="2"|
 * align="left" valign="top" colspan="2"|

Combat Skills
Only skills that the current (level 75) job possesses can be adjusted. Raising combat skills may grant access to weapon skills not normally available to a job. [1→2→3→3→3→3→3→3] Max Combo: 32 (includes Defensive Skills) Max per item: 8
 * align="left" valign="top"| Weapon Skills
 * align="left" valign="top"| Weapon Skills
 * 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)

Total merit points needed to master ONE skill : 21

[1→2→3→3] Max Combo: 32 (includes Weapon Skills) Max per item: 4
 * align="left" valign="top"| Defensive Skills
 * Guarding Skill (+2 per upgrade)
 * Evasion Skill (+2 per upgrade)
 * Shield Skill (+2 per upgrade)
 * Parrying Skill (+2 per upgrade)

Total merit points needed to master ONE skill : 9
 * align="left" valign="top"|
 * align="left" valign="top"|

Magic Skills
Only skills that the current (level 75) job possesses can be adjusted. [1→2→3→3→3→3→3→3] Max combo: 24 Max per item: 8
 * 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)

Total merit points needed to master ONE skill : 21
 * align="left" valign="top"|

Others
[1→2→3→4→5] Max combo: 10 Max per item: 5
 * 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)

Total merit points needed to master ONE skill : 15
 * align="left" valign="top"|
 * align="left" valign="top"|

Weapon Skills
To use this category the quest Martial Mastery must be completed. Weapon skills can only be adjusted by a level 96+ job capable of using the WS. Actually possessing the required skill level is only required to use the WS; you are permitted to spend merit points on the WS without having the required skill level. [20→22→24→27→30] Max combo: 15 Max per item: 5
 * Shijin Spiral Hand-to-Hand (DEX Bonus by 3% per upgrade)
 * Exenterator Dagger (AGI Bonus by 3% per upgrade)
 * Requiescat Sword (MND Bonus by 3% per upgrade)
 * Resolution Great Sword (STR Bonus by 3% per upgrade)
 * Ruinator Axe (STR Bonus by 3% per upgrade)
 * Upheaval Great Axe (VIT Bonus by 3% per upgrade)
 * Entropy Scythe (INT Bonus by 3% per upgrade)
 * Stardiver Polearm (STR Bonus by 3% per upgrade)
 * Blade: Shun Katana (DEX Bonus by 3% per upgrade)
 * Tachi: Shoha Great Katana (STR Bonus by 3% per upgrade)
 * Realmrazer Club (MND Bonus by 3% per upgrade)
 * Shattersoul Staff (INT Bonus by 3% per upgrade)
 * Apex Arrow Archery (AGI Bonus by 3% per upgrade)
 * Last Stand Marksmanship (AGI Bonus by 3% per upgrade)

Total merit points needed to master ONE skill : 123


 * align="left" valign="top"|
 * }

Job-Specific Merit Point Categories
Upgrades in the following merit point categories are in effect only when the specified job is the character's main job and when it is level 75 or higher. All merits in these categories become completely inactive if the character delevels to 74, or receives a level restriction under level 75 under any circumstances.

Within each category there are two groups, each with separate "max combo" and "max per item" values. Upgrades in Group 1 enhance abilities, traits, and spells that the job already possesses, while upgrades in Group 2 grant and enhance new abilities, traits, and spells.

Group 1 [1→2→3→4→5] Max combo: 10 (for each job) Max per item: 5

Group 2 [3→4→5→5→5] Max combo: 10 (for each job) Max per item: 5

Total merit points needed to master ONE skill in group 1 : 15

Total merit points needed to master ONE skill in group 2 : 22

{| border="0" width="100%" cellpadding="5" cellspacing="2"
 * align="left" width="50%" valign="top"|
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Warrior
Group 1 Group 2
 * 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)
 * Warrior's Charge (+5% Triple Attack rate per additional upgrade)
 * Tomahawk (+15 seconds duration per upgrade)
 * Savagery (+10 Weapon Skill TP Bonus per upgrade)
 * Aggressive Aim (+4 Ranged Accuracy bonus per upgrade)
 * align="left" width="50%" valign="top"|

Monk
Group 1 Group 2
 * 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)
 * Mantra (+4% per upgrade)
 * Formless Strikes (+5% damage dealt per additional upgrade)
 * Invigorate (+24 seconds duration per upgrade)
 * Penance (+20 seconds duration per upgrade)
 * align="left" valign="top"|
 * align="left" valign="top"|

White Mage
Group 1 Group 2
 * 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 seconds duration of Defense Down effect per upgrade)
 * Regen Spell Effect (+1 HP/tick recovered per upgrade)
 * Martyr (+5% HP granted per additional upgrade)
 * Devotion (+5% MP granted per additional upgrade)
 * Protectra V (+5 defense per additional upgrade)
 * Shellra V (~-0.8% Magic Damage Taken per additional upgrade)
 * align="left" valign="top"|

Black Mage
Group 1 Group 2
 * Elemental Seal Recast (-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)
 * Flare II (+3 Magic Burst damage and +5 Magic Accuracy per additional upgrade)
 * Freeze II (+3 Magic Burst damage and +5 Magic Accuracy per additional upgrade)
 * Tornado II (+3 Magic Burst damage and +5 Magic Accuracy per additional upgrade)
 * Quake II (+3 Magic Burst damage and +5 Magic Accuracy per additional upgrade)
 * Burst II (+3 Magic Burst damage and +5 Magic Accuracy per additional upgrade)
 * Flood II (+3 Magic Burst damage and +5 Magic Accuracy per additional upgrade)
 * align="left" valign="top"|
 * align="left" valign="top"|

Red Mage
Group 1 Group 2
 * 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)
 * Dia III (+30 seconds duration per upgrade)
 * Slow II (+1 effect and +2 Magic Accuracy per additional upgrade)
 * Paralyze II (+1 effect and +2 Magic Accuracy per additional upgrade)
 * Phalanx II (+30 seconds duration and +3 damage reduction per additional upgrade)
 * Bio III (+30 seconds duration per upgrade)
 * Blind II (+1 effect and +2 Magic Accuracy per additional upgrade)
 * align="left" valign="top"|

Thief
Group 1 Group 2
 * 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)
 * Assassin's Charge (+5% Quadruple Attack rate per additional upgrade)
 * Feint (+25% chance of Treasure Hunter proc per additional upgrade)
 * Aura Steal (+20% buff absorb rate per upgrade)
 * Ambush (+3 Accuracy Bonus per upgrade)
 * align="left" valign="top"|
 * align="left" valign="top"|

Paladin
Group 1 Group 2
 * Shield Bash Recast (-6 seconds per upgrade)
 * Holy Circle Recast (-10 seconds per upgrade)
 * Sentinel Recast (-10 seconds per upgrade)
 * Cover Effect Length (+4 seconds per upgrade)
 * Rampart Recast (-10 seconds per upgrade)
 * Fealty (+5 seconds duration per additional upgrade)
 * Chivalry (+5% MP granted per additional upgrade)
 * Iron Will (+19% effect per upgrade)
 * Guardian (+19% effect per upgrade)
 * align="left" valign="top"|

Dark Knight
Group 1 Group 2
 * Souleater Recast (-12 seconds per upgrade)
 * Arcane Circle Recast (-10 seconds per upgrade)
 * Last Resort Recast (-10 seconds per upgrade)
 * Last Resort Effect (+2% Attack Bonus, 2% Defense Down per upgrade)
 * Weapon Bash Recast (-10 seconds per upgrade)
 * Dark Seal (-10% Dark Magic cast time per upgrade)
 * Diabolic Eye (+5% melee accuracy per upgrade)
 * Muted Soul (-10 Enmity per upgrade)
 * Desperate Blows (-5% Delay per upgrade)
 * align="left" valign="top"|
 * align="left" valign="top"|

Beastmaster
Group 1 Group 2
 * Killer Effects (+1% intimidation rate on all killer effects per upgrade)
 * Reward Recast (-3 seconds per upgrade)
 * Call Beast Recast (-10 seconds per upgrade)
 * Sic/Ready Recast (Sic -4 sec / Ready -2 sec per upgrade)
 * Tame Recast (-20 seconds per upgrade)
 * Feral Howl (+5% accuracy per additional upgrade)
 * Killer Instinct (+10 second duration per additional upgrade)
 * Beast Affinity (+2 to jug pet level per upgrade)
 * Beast Healer (+1 Regen amount per upgrade)
 * align="left" valign="top"|

Bard
Group 1 Group 2
 * 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)
 * Nightingale (+25% chance of instantaneous song cast time per additional upgrade)
 * Troubadour (+25% chance of maximized song accuracy per additional upgrade)
 * Foe Sirvente (+5% effect per upgrade)
 * Adventurer's Dirge (-3 Enmity per upgrade)
 * align="left" valign="top"|
 * align="left" valign="top"|

Ranger
Group 1 Group 2
 * Scavenge Recast (-10 seconds per upgrade)
 * Camouflage Recast (-10 seconds per upgrade)
 * Sharpshot Recast (-10 seconds per upgrade)
 * Unlimited Shot Recast (-6 seconds per upgrade; does NOT apply to Double Shot)
 * Rapid Shot Rate (+1% per upgrade)
 * Stealth Shot (-10 Enmity per upgrade)
 * Flashy Shot (+5% Ranged Attack per additional upgrade)
 * Snapshot (-2% ranged attack Delay per upgrade)
 * Recycle (+5% activation rate per upgrade)
 * align="left" valign="top"|

Samurai
Group 1 Group 2
 * Third Eye Recast (-2 seconds per upgrade; -1 second under the effect of Seigan)
 * Warding Circle Recast (-10 seconds per upgrade)
 * Store TP Effect (+2 per upgrade)
 * Meditate Recast (-6 seconds per upgrade)
 * Zanshin Attack Rate (+1% per upgrade)
 * Shikikoyo (+12% TP granted per additional upgrade)
 * Blade Bash (+15 seconds to Plague duration per additional upgrade)
 * Ikishoten (+3 TP gained per upgrade)
 * Overwhelm (+5% WS damage bonus per upgrade for the first 3 upgrades; +2% increase each for the last 2 upgrades)
 * align="left" valign="top"|
 * align="left" valign="top"|

Ninja
Group 1 Group 2
 * Subtle Blow Effect (+1 per upgrade)
 * Katon Effect (+2 damage and +2 seconds resist down per upgrade)
 * Hyoton Effect (+2 damage and +2 seconds resist down per upgrade)
 * Huton Effect (+2 damage and +2 seconds resist down per upgrade)
 * Doton Effect (+2 damage and +2 seconds resist down per upgrade)
 * Raiton Effect (+2 damage and +2 seconds resist down per upgrade)
 * Suiton Effect (+2 damage and +2 seconds resist down per upgrade)
 * Sange (+25% chance of Utsusemi shadow preservation per additional upgrade)
 * Ninja Tool Expertise (+5% activation rate per upgrade)
 * Katon: San (+5 Magic Attack and +5 Magic Accuracy per additional upgrade)
 * Hyoton: San (+5 Magic Attack and +5 Magic Accuracy per additional upgrade)
 * Huton: San (+5 Magic Attack and +5 Magic Accuracy per additional upgrade)
 * Doton: San (+5 Magic Attack and +5 Magic Accuracy per additional upgrade)
 * Raiton: San (+5 Magic Attack and +5 Magic Accuracy per additional upgrade)
 * Suiton: San (+5 Magic Attack and +5 Magic Accuracy per additional upgrade)
 * align="left" valign="top"|

Dragoon
Group 1 Group 2
 * Ancient Circle Recast (-10 seconds per upgrade)
 * Jump Recast (-2 seconds per upgrade; also applies to Spirit Jump)
 * High Jump Recast (-4 seconds per upgrade; also applies to Soul Jump)
 * Super Jump Recast (-6 seconds per upgrade)
 * Spirit Link Recast (-3 seconds per upgrade)
 * Deep Breathing (+10% enhancement to breath potency per additional upgrade)
 * Angon (+15 seconds Defense Down duration per additional upgrade)
 * Empathy (+1 copied effect and +200 EXP granted to wyvern per upgrade)
 * Strafe (+5 wyvern breath accuracy per upgrade)
 * align="left" valign="top"|
 * align="left" valign="top"|

Summoner
Group 1 Group 2
 * Avatar Physical Accuracy (+3 per upgrade)
 * Avatar Physical Attack (+2 per upgrade)
 * Avatar Magical Accuracy (+3 per upgrade)
 * Avatar Magical Attack (+2 per upgrade)
 * Summoning Magic Cast Time (-5% cast time for summoning an avatar/spirit per upgrade)
 * Meteor Strike (+40 TP Bonus per additional upgrade)
 * Heavenly Strike (+40 TP Bonus per additional upgrade)
 * Wind Blade (+40 TP Bonus per additional upgrade)
 * Geocrush (+40 TP Bonus per additional upgrade)
 * Thunderstorm (+40 TP Bonus per additional upgrade)
 * Grand Fall (+40 TP Bonus per additional upgrade)
 * align="left" valign="top"|

Blue Mage
Group 1 Group 2
 * 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)
 * Convergence (+5 Magic Attack and +5 Magic Accuracy per upgrade)
 * Diffusion (+5% spell duration per additional upgrade)
 * Enchainment (+10 TP Bonus to Chain Affinity per upgrade)
 * Assimilation (+1 to maximum Blue Magic set points per upgrade)
 * align="left" valign="top"|
 * align="left" valign="top"|

Corsair
Group 1 Group 2
 * Phantom Roll Recast (-2 seconds per upgrade; still -2 seconds while under the effect of a 11-roll)
 * 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)
 * Snake Eye (+5/10% chance to Double-Up from a roll of at least 5 to an immediate 11 per additional upgrade)
 * Fold (+10% chance to reset Phantom Roll recast per additional upgrade)
 * Winning Streak (+20 seconds to Phantom Roll duration per upgrade)
 * Loaded Deck (-10% Random Deal failure rate per upgrade)
 * align="left" valign="top"|

Puppetmaster
Group 1 Group 2
 * 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)
 * Role Reversal (+5% HP granted per additional upgrade)
 * Ventriloquy (+5% to higher enmity value and -5% to lower enmity value per additional upgrade)
 * Fine-Tuning (Increase automaton's accuracy by 5, ranged accuracy by 5, evasion by 5, and magic defense by 5 per upgrade)
 * Optimization (Increase automaton's attack by 5%, defense by 5%, and magic attack by 5 per upgrade)

''Note: Automaton skill upgrades are slightly bugged. The automaton equipment window will report both current and max skill as being increased, but the automaton will continue to gain skill until it recapped the skill. I.e., after upgrading melee skill by 1 rank, your automaton will start receiving skillups again until it hits 242 skill on Valoredge. All the while, the equipment window will read 242/242)''
 * align="left" valign="top"|
 * align="left" valign="top"|

Dancer
Group 1 Group 2
 * Steps Accuracy (+3 Steps accuracy per upgrade)
 * Haste Samba Effect (+1% Haste per upgrade)
 * Reverse Flourish Effect (+3 TP granted per upgrade)
 * Building Flourish Effect (+2 accuracy, +1% attack, and +1% critical hit rate (with 1 / 2 / 3 finishing moves) per upgrade)
 * Saber Dance (+5% Samba duration per additional upgrade)
 * Fan Dance (-5% Waltz recast time per additional upgrade)
 * No Foot Rise (+1 Finishing Move granted per upgrade)
 * Closed Position (+3 Accuracy and +3 Evasion per upgrade)
 * align="left" valign="top"|

Scholar
Group 1 Group 2
 * Grimoire Recast (-2 seconds Light Arts/Dark Arts recast per upgrade)
 * Modus Veritas Duration (+10% of lost Helix duration restored per upgrade -- results in 55/60/65/70/75% of normal Helix duration)
 * Helix Magic Acc./Atk. (+3 Helix Magic Accuracy and +2 Magic Attack Bonus per upgrade)
 * Max Sublimation (+10 to maximum Sublimation-pooled MP per upgrade)
 * Altruism (+5 Magic Accuracy for following white magic spell per upgrade)
 * Focalization (+5 Magic Accuracy for following black magic spell per upgrade)
 * Tranquility (-10 Enmity for following white magic spell per upgrade)
 * Equanimity (-10 Enmity for following black magic spell per upgrade)
 * Enlightenment (+5 to INT and MND per upgrade)
 * Stormsurge (+1 to associated stat boost per additional upgrade; +0.5 for all stats with Voidstorm per additional upgrade)
 * }

Merit Point History

 * July 2004: Merit point system introduced.
 * September 2004: Merit categories were expanded to include Combat skills, Magic Skills, and Other skills.
 * February 2005: Merit categories were expanded to include Job-Specific Upgrades.
 * December 2005: Maximum number of upgrades per item and per category was increased.
 * July 2006: New Job-specific Job Abilities and Job Traits, Spells, Songs and Blood Pacts.
 * March 2007: It's possible now to switch between experience and merit points mode from outside Mog House. An [[media:New Merit Animation.JPG|animation]] visible to other players will now appear upon gaining a merit point.
 * June 2007: The maximum amount of merits able to be placed in the categories "Combat Skills" and "Magic Skills" have been increased. Combat skills have increased from 12 -> 20 Magic skills have increased from 8 -> 16.
 * June 2008: The maximum merits that can be placed on Group 2 abilities increases from 6 to 10 and the maximum that can be placed on a single ability increases from 3 to 5.
 * December 2010 - The number of Merits that can be stored is increased to 20
 * December 2011 - The number of Merits that can be stored is increased to 30. Specific weaponskills are added and given their own category within the merit menu.