All Tamer Skills in Digimon World: Next Order
Your success as an aspiring Tamer is significantly affected by the abilities you pick up on your journeys, aka Tamer Skills. Roughly speaking, there are four broad classifications of Tamer Skills: Basic Skills, Trainer Skills, Survivor Skills, and Combat Skills. These can, then again, be split up into several sub-categories, offering a myriad of helpful abilities ranging from stat-boosts and life-prolonging effects, over heightened awareness when being out and about foraging for items, to completely new occupations such as cooking.
Below are all the Tamer skills listed by their in-game order. I have also provided an assessment of their relevance and usefulness based on their effect.
Please note that you can learn every available Tamer Skill by reaching the maximum Tamer level of 50. So do not worry about missing out on skills, nor reset them using Datamon's offer.
Basic Skills
Treat Type

Mood Boost
Cost: 3 TP
Small bonus during Mood boost.
Author's note: As the name suggests, the skill "Mood Boost" adds a small bonus onto a Mood boost when triggered. However, since this particular boost is activated quite frequently the longer you play, its added value quickly diminishes as it gets triggered through food your Digimon likes, an area it prefers to be in, among other things. Therefore, it's very likely that your Digimon will always have a maxed-out Mood, making this skill obsolete. Consequently, I would advise you to get this skill as one of the last ones you spend your Tamer points on.

Bond Boost
Cost: 3 TP
Small bonus during Bond Boost.
Author's note: As with the "Mood Boost," the "Bond Boost" skill slightly increases the value of the Bond boost once triggered. However, since you can frequently raise your partner's bond by picking the right Life-Care skill in the Trainer skill section, I highly advise against getting this skill early on.

Digifriend Boost
Cost: 3 TP
Small bonus during DigiFriend Boost.
Author's note: The "Digifriend Boost" skill pretty much follows the trend established by the prior two skills and adds a bonus onto an occurring Digifriend boost. And as such, I would advise against getting this skill early on, as you can achieve a better outcome by picking the corresponding "Life Master" skill in the Life-Care section.

Heart Master
Cost: 15 TP
Requires:Mood Boost, Bond Boost, Digifriend Boost
Gain some Tamer experience points during Mood, Bond, and DigiFriend Boost.
Author's note: The "Heart Master" skill requires you to have learned all three prior boost skills to be acquired. And while its effect of slightly boosting your earned Tamer experience is pretty decent, I would advise against getting this skill early, as it necessitates getting pretty useless skills first.
Life Type

Long-Life Digivolution
Cost: 3 TP
Life gain from Digivolution increases.
Author's note: This skill is pretty straightforward: It simply increases the life expectancy of your Digimon every time it digivolves. Up until the late end-game, this is one of the best skills to have as it prolongs every generation's life cycle. Therefore, you should get it early since you are still progressing through the main story, as training in this game stage takes up ages.

Life Boost
Cost: 3 TP
Increases natural Life.
Author's note: The "Life Boost" skill is a pretty important one, too, as it prolongs the natural life of any given Digimon, allowing you to achieve more within a generation's life cycle. Get it early on.

Big Life Booster
Cost: 15 TP
Requires: Long-Life Digivolution, Life Boost
Further increases natural Life.
Author's note: The "Big Life Booster" skill requires both the "Long-Life Digivolution" and "Life Boost" skill and should be obtained around the mid-game phase as it is a pretty helpful skill. Its effect prolongs your partner's lifespan further and, therefore, allows for more progress without retraining another generation. Must have!
Carrier Type

High Carry
Cost: 5 TP
Item carrying capacity becomes 30.
Author's note: The "High Carry" skill is quite valuable initially as it increases your bag space by an additional ten slots up to a total of 30. It would be best to get it early, as you will clutter your inventory quite a lot.

Mega Carry
Cost: 8 TP
Requires: High Carry
Item carrying capacity becomes 40.
Author's note: The "Mega Carry" skill is also pretty good as it extends your bag space up to 40 slots. You should get it during chapter 2 or 3.

Giga Carry
Cost: 12 TP
Requires: Mega Carry
Item carrying capacity becomes 50.
Author's note: The "Giga Carry" skill is nice to have. However, 50 slots become overkill and only matter during the end game once you try to recruit KaiserGreymon and MagnaGarurumon. These guys will force you to carry tons of items from one to the other, necessitating this skill.

Max Carry
Cost: 15 TP
Requires: Giga Carry
Item carrying capacity becomes 60.
Author's note: The "Max Carry" skill expands your bag space once again by ten, giving you 60 slots in total. Again, this is a skill that you should get pretty late into the game as there are better skills you can spend your hard-earned Tamer points on.
Reverse Type

DigiEgg Polish
Cost: 3 TP
Boosts parameter inheritance by one level at rebirth.
Author's note: This skill is pretty essential for every Tamer, as it boosts the stat inheritance once your Digimon has died, cutting down on training time during the next generation. The default stat inheritance is approximately 10%, and "DigiEgg Polish" increases it to 11% by adding a single percentage point.

Zeal Injection
Cost: 7 TP
Requires: DigiEgg Polish
Boosts parameter inheritance by two levels at rebirth.
Author's note: "Zeal Injection" further increases the stat inheritance by adding another percentage, making it 12%.

Love Injection
Cost: 10 TP
Requires: Zeal Injection
Boosts parameter inheritance by three levels at rebirth.
Author's note: "Love Injection" follows suit and adds, yet again, another percentage to the stat inheritance, making it 13%.

Heaven's Blessing
Cost: 12 TP
Requires: Love Injection
Boosts parameter inheritance by four levels at rebirth.
Author's note: Lastly, "Heaven's Blessing" boosts the stat inheritance percentage by another percent, making it 14% in total. This is the maximum amount you can increase a Digimon's stat inheritance upon rebirth, neglecting the slight random stat boost an egg can receive (pointed out by the egg's description).
Trainer Skills
Teacher Type

Power Trainer
Cost: 3 TP
Boosts effects of STR and SPD training.
Author's note: "Power Trainer" is pretty straightforward, as it modifies the strength and speed training effects. It is a pretty decent skill and one you should get early on.

Intellect Trainer
Cost: 3 TP
Boosts effects of WIS and MP training.
Author's note: "Intellect Trainer" is pretty straightforward, as it modifies the wisdom and magic point (MP) training effects. It is a pretty decent skill and one you should get early on.

Toughness Trainer
Cost: 3 TP
Boosts effects of HP and STA training.
Author's note: "Toughness Trainer" is pretty straightforward, as it modifies the hit point (HP) and stamina training effects. It is a pretty decent skill and one you should get early on.

Fatigue Care
Cost: 8 TP
Requires: Power Trainer, Intellect Trainer, Toughness Trainer
Reduces fatigue from training.
Author's note: The "Fatigue Care" skill is rather pointless early on, as you will spend tons of time inside the Training Hall, which also allows you to rest. However, later on, once you start min-maxing or aim for the 9.999 stat points in each stat, every time-saver comes in handy, as you want to utilize each training phase (especially the Rookie's) to their fullest. Therefore, I would recommend getting it during the end game.

Luck Booster
Cost: 8 TP
Requires: Power Trainer, Intellect Trainer, Toughness Trainer
Further boosts effects of critical training.
Author's note: The "Luck Booster" comes in handy as it increases the stat modifiers inside the Training Hall. However, as far as I can tell, it does not affect stat gains outside of it, making it useless while training against open-world spawns. Therefore, I would recommend it as a mid-game skill.

Master Trainer
Cost: 15 TP
Requires: Fatigue Care, Luck Booster
Further boosts effects of all forms of training.
Author's note: The "Master Trainer" skill is quite a good skill; however, acquiring it is pretty expensive as you have to learn all prior Teacher Skills to unlock it. Consequently, it depends on how you approach your character build. Do you neglect other valuable skills in favor of training modifiers, or do you want to be well-rounded while progressing slower throughout the game? I would recommend you to get it during chapter 4, meaning nearing the end game.
Life-Care Type

Eating Care
Cost: 3 TP
Boosts Mood when eating.
Author's note: The "Eating Care" skill boosts a Digimon's Mood when fed. I feel this personally; who likes to be hungry anyway?! On a more serious note, this is a pretty helpful skill long-term, as it allows your partners to have a maxed-out Mood stat pretty much all the time. However, I don't recommend getting it early on.

Bathroom Care
Cost: 3 TP
Boosts Mood when using the bathroom.
Author's note: The "Bathroom Care" skill pretty much follows the "Eating Care" skill as it boosts a Digimon's Mood when using the bathroom or Portable Toilet. However, this skill, in particular, is a bit more limited in its use, as Mega stage Digimon and beyond do not have to visit the bathroom anymore. Consequently, it is nice to have, but not that high on your priority list.

Sleep Care
Cost: 3 TP
Boosts HP, MP, and Fatigue recovery from sleep.
Author's note: The "Sleep Care" skill increases the hit point (HP), magic point (MP), and Fatigue recovery from sleeping. Admittedly, nice to have, but not game-changing. So get it, once you have gotten all the skills you deem helpful, otherwise pass.

Affection
Cost: 3 TP
Boosts effects of scolding and praising.
Author's note: The "Affection" skill is quite an interesting one, as it modifies the effects of scolding and praising your Digimon. In theory, it will help you achieve the right Mood and Discipline stats to trigger certain Digivolutions; however, as an example, there are very few Digimon requiring a low Discipline stat, that achieving it through scolding becomes inefficient. At that stage, you are better off utilizing the Restaurant to lower it. Hard pass until nothing else makes sense.

Life Master
Cost: 12 TP
Requires: Eating Care, Bathroom Care, Sleep Care, Affection
Boosts Bond and DigiFriend whenever eating, using the bathroom, or sleeping.
Author's note: The "Life Master" skill is pretty good overall, as it increases your partners' Bond and DigiFriend stats, allowing you to ExE Cross Evolve them during battle. Therefore, consider getting this skill to make it easier if you struggle throughout the story or during the end game because you do not meet the ExE requirements.
Evolving Type

Good Digivolution
Cost: 5 TP
Parameters rise when partners Digivolve.
Author's note: "Good Digivolution" is a pretty good skill. It increases the stat modification upon your partner's Digivolution. And since you will evolve your Digimon many times, it adds up and shortens training sessions. Get it early on.

Fresh Digivolution
Cost: 5 TP
Parameters rise when partners Digivolve into a Digimon for the first time.
Author's note: The "Fresh Digivolution" seems like a handy skill; however, since the early stages repeat themselves frequently, it does not affect as many Digivolutions as you might think. However, as this skill is a prerequisite for "Digivolution Veteran" and "Great Digivolution," I still advise getting this early on.

Digivolution Veteran
Cost: 8 TP
Requires: Good Digivolution, Fresh Digivolution
Parameters rise when partners Digivolve into a Digimon for the second time and thereafter.
Author's note: While the "Digivolution Veteran" skill does not seem helpful initially, it quickly becomes apparent that you will digivolve into several Digimon multiple times. And this is where this skill comes in handy. You will cycle through many In-Training 1 & 2 stages while progressing through the game, giving you a minor boost each subsequent time. Pretty valuable and necessary to get the "Great Digivolution" skill.

Great Digivolution
Cost: 15 TP
Requires: Digivolution Veteran
Parameters rise even more when partners Digivolve.
Author's note: The "Great Digivolution" skill is one of the best skills in the game as it increases the stat boost during Digivolution even further. However, this comes at a cost. The whole skill line leading up to this skill is already pretty pricy, so we are looking at a mid-to-end game skill. Do not aim for this early on.
Survivor Skills
Finder Type

Wild Finder
Cost: 3 TP
Increases discovery rate of wild-grown ingredients.
Author's note: The "Wild Finder" skill increases the discovery rate of wild-grown ingredients, such as Fruits and Nuts. However, I do not classify this skill as particularly important, as you will not rely on many of them throughout your playthrough, except if you utilize cooking to its fullest potential.

Fisherman
Cost: 3 TP
Increases fishing hit rate.
Author's note: The "Fisherman" skill increases your hit rate while fishing, essentially allowing you to fish more efficiently, as more fish will bite more frequently. Good skill if you are into fishing. Otherwise, do not bother getting it at the beginning.
One thing of note, you can use fishing to earn some money during the early parts of the game (and pretty much throughout). In my eyes, it is not the most efficient way of making money, but you should leverage every method at your disposal.

Wild Scouter
Cost: 8 TP
Requires: Wild Finder
Increases discovery rate of rare wild-grown ingredients.
Author's note: The "Wild Scouter" skill is an upgraded version of the "Wild Finder" skill and further boosts its initial effect. However, I do not think this skill is worth getting, as you will get tons of ingredients while battling wild Digimon.

Grander
Cost: 8 TP
Requires: Fisherman
Chance of being able to fish multiple times rises.
Author's note: The "Grander" skill is another related fishing skill you can pick up and allows you to catch multiple fish per catch. For money-making purposes, this is quite great. However, if you are not interested in farming Bit through fishing, do not bother getting this skill early - there are more important skills to choose from.

Ingredient Hunter
Cost: 12 TP
Requires: Wild Scouter, Grander
Further increases wild-grown ingredients and fishing hit rate.
Author's note: The "Ingredient Hunter" increases both the wild-grown ingredient spawns as well as your fishing hit-chance. If you are into this stuff, go for it. However, I would hardly recommend getting it while other, more helpful skills are still available.
Extractor Type

Metal Man
Cost: 5 TP
Boosts quantity of metal-type materials harvested and rare item acquisition rate.
Author's note: As its description states, the "Metal-Man" skill boosts the amount of metal-type based materials you gather while interacting with its corresponding search points. However, I do have a slight problem with Extractor Type skills in general. I admit that they are great for quickly amassing vast amounts of materials to upgrade each facility in Flotia, as some of the required materials are pretty rare. However, once that is done and you start focusing on collecting cards for your trophy, you will often run into a cluttered resource inventory. This is either forcing you to manually throw away materials (which takes an insane amount of time) or go back to Flotia to empty your pockets and then return to wherever you were farming. It is a double-edged sword, and you have to weigh what's more worthwhile for you.

Stone Man
Cost: 5 TP
Boosts quantity of stone-type materials harvested and rare item acquisition rate.
Author's note: As its description states, the "Stone-Man" skill boosts the amount of stone-type based materials you gather while interacting with its corresponding search points. However, I do have a slight problem with Extractor Type skills in general. I admit that they are great for quickly amassing vast amounts of materials to upgrade each facility in Flotia, as some of the required materials are pretty rare. However, once that is done and you start focusing on collecting cards for your trophy, you will often run into a cluttered resource inventory. This is either forcing you to manually throw away materials (which takes an insane amount of time) or go back to Flotia to empty your pockets and then return to wherever you were farming. It is a double-edged sword, and you have to weigh what's more worthwhile for you.

Liquid Man
Cost: 5 TP
Boosts quantity of liquid-type materials harvested and rare item acquisition rate.
Author's note: As its description states, the "Liquid-Man" skill boosts the amount of liquid-type based materials you gather while interacting with its corresponding search points. However, I do have a slight problem with Extractor Type skills in general. I admit that they are great for quickly amassing vast amounts of materials to upgrade each facility in Flotia, as some of the required materials are pretty rare. However, once that is done and you start focusing on collecting cards for your trophy, you will often run into a cluttered resource inventory. This is either forcing you to manually throw away materials (which takes an insane amount of time) or go back to Flotia to empty your pockets and then return to wherever you were farming. It is a double-edged sword, and you have to weigh what's more worthwhile for you.

Wood Man
Cost: 5 TP
Boosts quantity of wood-type materials harvested and rare item acquisition rate.
Author's note: As its description states, the "Wood-Man" skill boosts the amount of wood-type based materials you gather while interacting with its corresponding search points. However, I do have a slight problem with Extractor Type skills in general. I admit that they are great for quickly amassing vast amounts of materials to upgrade each facility in Flotia, as some of the required materials are pretty rare. However, once that is done and you start focusing on collecting cards for your trophy, you will often run into a cluttered resource inventory. This is either forcing you to manually throw away materials (which takes an insane amount of time) or go back to Flotia to empty your pockets and then return to wherever you were farming. It is a double-edged sword, and you have to weigh what's more worthwhile for you.

Material Master
Cost: 20 TP
Requires: Metal Man, Stone Man, Liquid Man, Wood Man
Boosts quantity of all material types harvested and rare item acquisition rate.
Author's note: The "Material Master" skill requires you to have learned all prior Extractor Type skills and acts as another boost to your material harvesting. It has the same pros and cons as its predecessors; however, it dramatically worsens the inventory clutter problem regarding your card collecting.
Camper Type

Cooking Boy
Cost: 5 TP
Enables high-class cooking (using two ingredient types) at camp.
Author's note: The "Cooking Boy" skill allows you to cook meals using two ingredients which make up approximately half of the cookable dishes. Therefore, it is a worthwhile skill to have if you are frequently out and about and utilize the tent to tend to your Digimon's fatigue. Interestingly enough, I never bothered with cooking during my playthrough. Still, I talked to several other players about the matter, and all of them seem to have utilized cooking quite frequently as the dishes' effects are pretty good. So, conclusively, I would recommend it as a mid-to-late game skill.

Mister Cook
Cost: 8 TP
Requires: Cooking Boy
Raises rate of great cooking successes at camp.
Author's note: "Mister Cook" requires you to have learned "Cooking Boy" and increases the chance of creating a higher quality dish while cooking. It just adds a slight modifier to the stats, but hey, every percentage counts! However, I do not think the skill is worth your Tamer points and should only be gotten once everything necessary for your character build is taken care of.

Ultimate Chef
Cost: 12 TP
Requires: Mister Cook
Raises rate of great cooking successes at camp even more.
Author's note: The "Ultimate Chef" skill is the last cooking-related skill you can obtain and pretty much only increases your chance of receiving an additional stat modifier while cooking. I do not think this skill is beneficial and therefore advise you to get it pretty late into your playthrough.
Walker Type

Health Runner
Cost: 3 TP
Recover HP slowly while moving.
Author's note: The "Health Runner" skill is one of the best skills you can learn while playing Digimon World: Next Order. Essentially, it allows your Digimon to recover their hit points (HP) while you are moving around, cutting down on recovery items. Must have!

Mental Trainer
Cost: 3 TP
Lessens negative affect of disliked places; lowers likelihood of getting sick.
Author's note: The "Mental Trainer" skill is by far the weakest Walker Type skill you can obtain, as it simply lowers the likeliness of your Digimon getting sick when traversing through places your Digimon does not like. However, it still is a pretty good skill to have, and I would advise getting it during chapter 2, as the game starts opening up for exploration at this point.

Invigorating Runner
Cost: 7 TP
Requires: Health Runner
Recover MP slowly while moving.
Author's note: As with the "Health Runner" skill, "Invigorating Runner" belongs to the most beneficial skills inside this game as it allows your Digimon to recover their magic points (MP) while moving around. Yet again, a must-have!

Healthy
Cost: 10 TP
Requires: Mental Trainer, Invigorating Runner
Recovers massive HP and MP while moving.
Author's note: Lastly, in the Walker Type skill section, there is the "Healthy" skill. Yet again, this skill is one of the best skills to have in this game, as it pretty much boosts the HP and MP recovery by a massive amount while you are walking around. Again, I do not want to sound repetitive but get all the Walker Type skills - they are so helpful.
Commander Skills
Order Type

Second Order
Cost: 3 TP
Unlocking the second attack skill slot enables use of second Attack command in battle.
Author's note: The "Second Order" skill allows your Digimon to utilize a second attack, tremendously increasing its damage output and utility. Must-have skill, no questions asked. Get it.

Defense Order
Cost: 3 TP
Enables use of Defend command.
Author's note: Hands down, the "Defense Order" skill is the second-best skill in the entire game as it allows your Digimon to block incoming attacks for a few seconds. However, it does not mitigate the total amount of incoming damage in its first tier, and your Digimon will still be harmed.

OP Gain
Cost: 3 TP
Boosts OP (Order Power) raise rate.
Author's note: The "OP Gain" skill is another valuable skill to get early on as it increases the order power received. Note, the more order power you amass, the more frequently you can utilize your finishing moves, which will, in turn, shorten battles dramatically.

Third Order
Cost: 7 TP
Requires: Second Order
Unlocking the third attack skill slot enables use of third Attack command in battle.
Author's note: The "Third Order," much like the effect of its predecessor "Second Order," allows your Digimon to utilize a third attack enabling you to give your Digimon more variety and utility based on the encounter. Again, I advise getting this skill during the mid-game phase during chapter 2 or 3.

High Defense
Cost: 8 TP
Requires: Defense Order
Defend command now reduces damage by 100%.
Author's note: "High Defense" is THE best skill in the entire game. It adds a 100% damage reduction buff onto your block, mitigating every attack that could remotely become a threat. The only downside this skill possesses is that blocking in the right moment lies entirely in your hands. Therefore, if you mess up the block, it is simply your fault.

Next Order
Cost: 10 TP
Requires: Third Order
Unlocking the fourth attack skill slot enables use of fourth Attack command in battle.
Author's note: The "Next Order" skill is, like its predecessors, quite nifty, as it allows your Digimon to utilize a fourth move. I would classify it as a mid-to-late game skill, so getting it around chapters 3 to 4 seems a good choice.

OP Master
Cost: 12 TP
Requires: Next Order, High Defense, OP Gain
Boosts initial OP (Order Power) value. Stacks OP over the bond limit of 100.
Author's note: The "OP Master" skill is the last skill available in the Order Type skill tab and pretty good overall, as it allows your Digimon to stack their order power beyond 150 points up to its new limit of 250. But while being extremely useful, I would recommend getting it during the 4th chapter.
Tactical Type

Ascertainment
Cost: 3 TP
Raises damage of cooperation-boosted attacks a little further.
Author's note: As its description states, "Ascertainment" raises the damage of cooperation-boosted attacks. This comes in handy and is a pretty frequently applied skill, as it boosts not only combo-finishers but also regular attacks that strike simultaneously. Therefore, it should be acquired early on.

Absolute Blind Spot
Cost: 5 TP
Huge boost to Critical rate for attacks landed from behind.
Author's note: I am on the fence about "Absolute Blind Spot." On the one hand, it is pretty nifty to get a substantial critical hit chance boost when attacking from behind. On the other hand, however, as you cannot influence your Digimon's position during battle, it is a pretty hit or miss chance of landing an attack from behind. Still, as you need this skill to progress further down the skill tree, I recommend getting it early.

Buffer
Cost: 3 TP
Slightly raises the effects of attack skills that strengthen your friends.
Author's note: "Buffer" is quite an excellent skill as it buffs the effect of your supporting moves. As someone who utilizes buff effects quite a lot, I really can recommend getting it. But then again, it also depends on your playstyle.

Fighting Spirit
Cost: 8 TP
Requires: Ascertainment, Absolute Blind Spot
Occasionally halves the OP cost when you use a special move.
Author's note: "Fighting Spirit" is a must-have skill, as it occasionally halves the order point (OP) cost when utilizing a finisher. This lets you dish out more damage in a shorter period as you do not have to fill up your order power (OP) count entirely again, as it was only halved.

Debuffer
Cost: 8 TP
Requires: Buffer
Slightly raises the rate of being granted Status Abnormalities.
Author's note: Yet again, I am on the fence regarding a skill. "Debuffer"'s description states that it slightly raises the rate of being granted status abnormalities. This description allows for two distinct interpretive approaches. The first is pretty lackluster, as it could mean that the chance of your Digimon receiving a negative status effect is increased - which would be unfavorable. However, and this is the interpretation that I assume is the correct one, it could also mean that the chance of applying abnormal status effects to your enemies is increased. If that is the case, then "Debuffer" is quite a good skill, as Digimon World: Next Order has some pretty good debuffs you can apply.
If I had to take a wild guess, I would blame the translator for this inaccuracy.

Absolute Focus
Cost: 8 TP
Requires: Fighting Spirit, Debuffer
Occasionally negates the MP cost when your partner attacks.
Author's note: The last skill in the Tactical Type skill tab is "Absolute Focus." It occasionally negates the magic point (MP) cost when your partner attacks, which is highly favorable. I recommend it as a mid-game skill as it will ease many fights waiting ahead.
Item User Type

Range Expansion
Cost: 3 TP
Expands the area of effect of thrown items in battle.
Author's note: The "Range Expansion" skill increases the range of items utilizing an AoE (area of effect). Personally, I cannot recommend this skill early on, nor during the mid-game phase, as I hardly ever utilized such items. The game seriously lacks AoE items, making this skill useless.

Quick Pitch
Cost: 3 TP
Items thrown in battle fly faster and reach your partner quicker.
Author's note: When it comes to helpfulness, "Quick Pitch" is equally valuable as "Range Expansion" as it simply boosts your throwing speed of items. During my tests, I could not make out a difference in its flying speed, and therefore, deem it as a useless skill. My advice would be to get it as one of the last skills.

Next Dimension Pitch
Cost: 5 TP
Occasionally makes the cost 0 when an item is thrown in battle.
Author's note: The "Next Dimension Pitch" is quite helpful, however misleading, in its description. What it does, is to occasionally remove the cost of the next move your Digimon will utilize as it sets its order point (OP) cost to 0. As you will use items quite a bit during your playthrough, this skill will come in handy long term.

Spirit Pitcher
Cost: 12 TP
Requires: Range Expansion, Quick Pitch, Next Dimension Pitch
Slightly raises the Order Power of a partner who throws a combat item.
Author's note: The "Spirit Pitcher" skill could be considered good, as it increases your Digimon's order points (OP) when receiving a combat item; however, you still have to learn three skills prior, of which two are considered useless. The only upside, in this case, is that the two skills in question are dirt cheap - so it makes sense to get them to learn this skill. But, it still leaves a bad taste when doing so due to the feeling of wasting valuable tamer points.
Drop Type

Item Getter
Cost: 5 TP
Raises the post-battle item drop rate.
Author's note: The "Item Getter" skill does what it states: It increases the post-battle item drop rate. Depending on what you are farming, this might be very worth it, especially during the end-game, once you receive access to the Dimensional Dungeon.

Bit Getter
Cost: 5 TP
Requires: Item Getter
Increases the amount of BIT you can collect after battles.
Author's note: I would count the "Bit Getter" skill to the essential ones as it boosts the post-battle Bit amount by 10%, which will have a long-term effect on your in-game finances. A skill worth getting early on.

Explorer
Cost: 8 TP
Raises the post-battle item drop rate even more.
Author's note: The "Explorer" skill is wrongly named, in my opinion, but besides that, it further increases the post-battle item drop rate, which is good.

Drop Master
Cost: 15 TP
Requires: Bit Getter, Explorer
Further raises the post-battle BIT and item drop rate.
Author's note: The "Drop Master" skill is the last skill inside the Drop Type skill tab and boosts, yet again, the post-battle item drop chance AND increases the amount of Bit you receive by an additional 10%, giving you 20% more cash in total after each battle.
Learning Type

Skill Observation
Cost: 3 TP
Boosts in-battle skill-learning rate.
Author's note: The skill "Skill Observation" is quite neat as it increases the skill-learning rate during battles, which comes in handy early on when your Digimon does not have access to that many attacks. Furthermore, it functions as a prerequisite to "Skill Research," so I highly advise getting this skill early.

Learn from Experience
Cost: 5 TP
Boosts efficacy of post-battle parameter increase.
Author's note: Everyone should "Learn from Experience," and so should your Digimon. The skill adds a modifier onto the stats you receive after each battle, which is, in my opinion, one of the most valuable skills in-game. So get this one early on.

Skill Research
Cost: 15 TP
Requires: Skill Observation, Learn from Experience
Further boosts efficacy of post-battle parameter increase and in-battle skill learning.
Author's note: "Skill Research" adds yet again another boost onto the modifier affecting the stats you receive after each battle, in addition to letting you learn attacks more frequently during fights. Overall, an excellent skill, but pricy.