Alitea

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Intro

Novice Druid

(1st Job)

Karnos

(2nd Job)

Alitea

(3rd / 4th Job)

Description Max Level HP/SP Stats Bonus when Max Job Level
Alitea fights in two bodies and three elements. One stance turns the character into a hulking beast that rends everything nearby with claws, the other turns them into a diving raptor that picks targets apart from range. A third path abandons shapeshifting entirely and channels water, wind and earth as raw magic. The three paths share nothing except a resource loop: each one builds a stack counter, and each one cashes that counter in for its biggest hit. Managing which stance is up and which counter is charged is the whole job. Pick this if you like juggling modes; avoid it if you want one rotation that never changes.
  • Base Max HP: 66700
  • Base Max SP: 3370

Str+12, Agi+10, Vit+6, Int+3, Dex+9, Luk+3

Pow+12, Sta+10, Wis+3, Spl+0, Con+8, Ctr+7

1st Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Transform: Werewolf 1 Active (Toggle) / Supportive - MaxHP +10%. Werewolf skills only work in this state and it blocks Wereraptor and every Truth stance.
Beasty Nose 10 Passive - ASPD +1% * SkillLevel. Only applies in Werewolf state.
Blood Howling 5 Active / Supportive 20~60 SP STR +2 * SkillLevel, LUK +2 * SkillLevel, HIT +10 * SkillLevel. Werewolf only.
Enrage Wolf 5 Active / Supportive 60~100 SP Melee damage +2% * SkillLevel for 300 seconds. Werewolf only, and it is the gate on every Werewolf damage bonus.
No Mercy Claw 10 Active / Physical Melee 12~30 SP ATK% = 80 * SkillLevel + 3 * STR, then x Base Level / 100. 2 hits, 3x3 cells up to Lv 5 and 5x5 from Lv 6. Enrage Wolf adds +40 * SkillLevel.
Cruel Bite 10 Active / Physical Melee 12~30 SP ATK% = 60 * SkillLevel + 6 * STR, then x Base Level / 100. 2 hits. Enrage Wolf adds +20 * SkillLevel.
Hunger 10 Active / Physical Melee 10% SP ATK% = 80 * SkillLevel + 5 * STR, then x Base Level / 100. Heals 1% of damage at Lv 1-2, 2% at 3-4, 3% at 5-6, 4% at 7-8 and 5% at 9-10, capped at 100,000 HP. Enrage Wolf adds +40 * SkillLevel. The SP cut ignores SP cost reduction.
Transform: Wereraptor 1 Active (Toggle) / Supportive 10 SP Movement Speed +25%, stackable. Wereraptor skills only work in this state.
Sharp Eyes 10 Passive - HIT +5 * SkillLevel. Only applies in Wereraptor state.
Preening 5 Active / Supportive 20~60 SP AGI +2 * SkillLevel, DEX +2 * SkillLevel, FLEE +10 * SkillLevel. Wereraptor only.
Enrage Raptor 5 Active / Supportive 60~100 SP Ranged damage +2% * SkillLevel for 300 seconds. Wereraptor only, and it is the gate on every Wereraptor damage bonus.
Shooting Feather 10 Active / Physical Ranged 12~30 SP ATK% = 20 * SkillLevel + 3 * DEX, then x Base Level / 100. 2 hits. Enrage Raptor adds +20 * SkillLevel.
Low Flight 10 Active / Physical Ranged 12~30 SP ATK% = 20 * SkillLevel + 6 * DEX, then x Base Level / 100. 3 hits. Enrage Raptor adds +20 * SkillLevel.
Flicking Tornado 10 Active / Physical Ranged 12~30 SP ATK% = 100 * SkillLevel + 5 * DEX, then x Base Level / 100. Enrage Raptor adds +50 * SkillLevel. The caster retreats 3 cells up to Lv 5 and 5 cells from Lv 6.
Nature's Principle 10 Passive - MATK +20 + 5 * SkillLevel.
Truth of Ice 1 Active / Supportive - Raises Water magic attack power and Water skill damage. The three Truth stances and the two Transform states are mutually exclusive.
Ice Totem 10 Active / Magical 22~40 SP MATK% = 100 * SkillLevel, plus +15% while the Ice Pillar water enhancement is active. Under Truth of Ice it adds +3 * INT and then x Base Level / 100. 2 hits.
Ice Cloud 10 Active / Magical 32~50 SP MATK% = 50 * SkillLevel, plus +15% while the Ice Pillar water enhancement is active. Under Truth of Ice it adds +5 * INT and then x Base Level / 100. 4 hits, 7x7 cells.
Truth of Wind 1 Active / Supportive - Raises Wind magic attack power and Wind skill damage. Mutually exclusive with the other Truths and both Transform states.
Cutting Wind 10 Active / Magical 22~40 SP MATK% = 50 * SkillLevel. Under Truth of Wind it adds +3 * INT, then x Base Level / 100, and raises the hit count from 2 to 4.
Wind Bomb 10 Active / Magical 32~50 SP MATK% = 50 * SkillLevel. Under Truth of Wind it adds +5 * INT, then x Base Level / 100, and raises the hit count from 4 to 6.
Truth of Earth 1 Active / Supportive - Raises Earth magic attack power and Earth skill damage. Mutually exclusive with the other Truths and both Transform states.
Earth Flower 10 Active / Magical 11~20 SP MATK% = 100 * SkillLevel. Under Truth of Earth it adds +3 * INT, then x Base Level / 100. Single target.
Around Flower 10 Active / Magical 12~30 SP MATK% = 100 * SkillLevel. Under Truth of Earth it adds +5 * INT, then x Base Level / 100. 5x5 cells around the caster.
Nature's Shield 10 Active / Supportive 12~30 SP DEF +10 * SkillLevel, INT +1 * SkillLevel, VIT +1 * SkillLevel, MDEF +1 * SkillLevel.

2nd Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Double Slash 10 Active / Physical Melee 35~55 SP ATK% = 1120 + 80 * SkillLevel + 6 * STR, then x Base Level / 100. 2 hits. Enrage Wolf adds +400. Area 3x3 up to Lv 4, 5x5 at Lv 5-7 and 7x7 from Lv 8. Werewolf only.
Nasty Slash 5 Active / Physical Melee 30~40 SP ATK% = 1100 + 50 * SkillLevel + 6 * STR, then x Base Level / 100. 2 hits. Enrage Wolf adds +300. The caster retreats 5 cells after the hit. Werewolf only.
Claw Wave 10 Active / Physical Melee 50~70 SP ATK% = 710 + 70 * SkillLevel + 6 * STR, then x Base Level / 100. 3 hits. Enrage Wolf adds +320. Area 3x3 up to Lv 4, 5x5 at Lv 5-8 and 7x7 from Lv 9. Werewolf only.
Chop Chop 10 Active / Physical Melee 8~10 SP ATK% = 660 + 80 * SkillLevel + 7 * STR, then x Base Level / 100. Enrage Wolf adds +400. Repeats while the hotkey is held. Diamond area of radius 2 up to Lv 4, 3 at Lv 5-7 and 4 from Lv 8. Werewolf only.
Iron Howling 5 Active / Supportive 65~80 SP Damage taken -5% - 5% * SkillLevel. Duration grows from 2 to 4.5 seconds. Werewolf only.
Wolf Instinct 10 Passive - Damage to Small +SkillLevel%, with Medium at 80% and Large at 50% of that rate. At Lv 10 that is Small 10%, Medium 8%, Large 5%. Werewolf only.
Sharpen Gust 10 Active / Physical Ranged 42~60 SP ATK% = 920 + 80 * SkillLevel + 6 * DEX, then x Base Level / 100. 2 hits along a 3x7 line. Enrage Raptor adds +550. Wereraptor only.
Sharpen Hail 10 Active / Physical Ranged 55~90 SP ATK% = 600 + 40 * SkillLevel + 6 * DEX, then x Base Level / 100. 5 hits. Enrage Raptor adds +300. Area 5x5 up to Lv 4, 7x7 at Lv 5-7 and 9x9 from Lv 8. Wereraptor only.
Feather Sprinkle 5 Active / Physical Ranged 35~45 SP ATK% = 1010 + 90 * SkillLevel + 6 * DEX, then x Base Level / 100. 3 hits. Enrage Raptor adds +390. Area 5x5 up to Lv 3 and 7x7 from Lv 4. Wereraptor only.
Typhoon Wing 10 Active / Physical Ranged 30~60 SP ATK% = 520 + 80 * SkillLevel + 6 * DEX, then x Base Level / 100. 3 hits. Enrage Raptor adds +300. Area 5x5 up to Lv 5 and 7x7 from Lv 6, knocking targets back 2 to 4 cells. Wereraptor only.
Wind Veil 5 Active / Supportive 65~80 SP Damage taken -5% to -15% and Movement Speed +25% * SkillLevel. Duration grows from 1.5 to 4 seconds. Wereraptor only.
Raptorial Instinct 10 Passive - Damage to Large +SkillLevel%, with Medium at 80% and Small at 50% of that rate. At Lv 10 that is Large 10%, Medium 8%, Small 5%. Wereraptor only.
Ice Pillar 10 Active / Magical 40~70 SP MATK% = 600 + 120 * SkillLevel on 2 hits. The per-second ice mist uses MATK% = 400 + 50 * SkillLevel and ticks for 7 seconds. Truth of Ice adds +50 and turns on x Base Level / 100. Casting it also grants the Water enhancement that boosts other Ice skills by +15%.
Ice Splash 10 Active / Magical 30~50 SP MATK% = 1070 + 70 * SkillLevel, plus +15% while the Ice Pillar Water enhancement is up. Under Truth of Ice it adds +5 * INT and then x Base Level / 100. 3 hits. Area 5x5 up to Lv 6 and 7x7 from Lv 7.
Thundering Focus 10 Active / Magical 15~25 SP MATK% = 770 + 70 * SkillLevel on 2 hits, or MATK% = 1350 + 70 * SkillLevel on 3 hits when Overcharged. Truth of Wind adds +5 * INT to the normal cast and +6 * INT to the enhanced cast, then x Base Level / 100. Builds Charge.
Thundering Orb 10 Active / Magical 45~65 SP MATK% = 1330 + 70 * SkillLevel on 3 hits, or MATK% = 1650 + 100 * SkillLevel on 4 hits when Overcharged. Truth of Wind adds +5 * INT normal and +6 * INT enhanced, then x Base Level / 100. 7x7 cells, ground target.
Thundering Call 10 Active / Magical 53~80 SP MATK% = 5000 + 200 * SkillLevel on 3 hits, or MATK% = 9000 + 500 * SkillLevel when Overcharged. Truth of Wind adds +5 * INT normal and +6 * INT enhanced, then x Base Level / 100. Area 3x3 up to Lv 6 and 5x5 from Lv 7.
Earth Bud 5 Passive - MaxHP +2% * SkillLevel. Only while not transformed. Also enables Growth stacks and scales Ground Bloom, which fires automatically at full Growth: MATK% = 4000 + 2000 * SkillLevel over 3 hits in 11x11, healing 3% * SkillLevel of MaxHP. Truth of Earth adds +7 * INT and x Base Level / 100 to the bloom.
Earth Drill 10 Active / Magical 12~30 SP MATK% = 1450 + 60 * SkillLevel on a single hit. Truth of Earth adds +6 * INT and then x Base Level / 100. Grants 1 Growth stack, and swaps to Ground Bloom when Growth is already complete.
Earth Stamp 10 Active / Magical 33~51 SP MATK% = 930 + 70 * SkillLevel on 3 hits. Truth of Earth adds +5 * INT and then x Base Level / 100. Area 5x5 up to Lv 7 and 7x7 from Lv 8. Grants 1 Growth stack.
Nature's Vigor 5 Passive - MaxSP +2% * SkillLevel, SP Recovery +10% * SkillLevel.
Nature's Protection 5 Active / Supportive 30~50 SP Damage taken -60% to -99% for 2 seconds, and heals 5% * SkillLevel of MaxHP plus 3% * SkillLevel of MaxSP on cast.

3rd / 4th Job Skills

Hover a skill name for its full description and per-level values.

Skill Max Lv Form Use Cost Formula
Gravity Hole 5 Active (AP) / Magical 110~150 SP, 40~30 AP MATK% = 4500 + 500 * SkillLevel as Neutral. 13x13 cells, hitting 5 + SkillLevel targets, and binds everything it hits for 1 second while pulling it to the caster.
Nature's Aid 5 Passive - S.MATK +4 * SkillLevel.
(MT) Nature's Harmony 5 Active (AP) / Supportive 90~100 SP, 150 AP Water, Wind and Earth magic damage +30% * SkillLevel, Water, Wind and Earth resistance -30%, MRES pierce 5% * SkillLevel. Duration 30 * SkillLevel seconds.
Glacial Monolith 10 Active / Magical 105~130 SP MATK% = 6800 + 300 * SkillLevel. Truth of Ice adds +5 * SPL and then x Base Level / 100. Lasts 10 to 15 seconds and covers 3x3 up to Lv 6, 5x5 from Lv 7. Its 15x15 aura turns Glacial casts into Glacial Nova, which hits for MATK% = 15000 over 9x9.
Glacial Shard 10 Active / Magical 70~92 SP MATK% = 5200 + 300 * SkillLevel. Truth of Ice adds +6 * SPL and then x Base Level / 100. 3 hits across a diamond of radius 3.
Glacial Stomp 10 Active / Magical 80~87 SP MATK% = 5900 + 500 * SkillLevel. Truth of Ice adds +7 * SPL and then x Base Level / 100. 2 hits across 7x7. Warps the caster to the monolith and refuses to cast outside its aura.
(MT) Chilling Blast 10 Active / Magical 130~137 SP MATK% = 6900 + 1500 * SkillLevel. Area 9x9 up to Lv 3 and 11x11 from Lv 4. Carries no stat or Base Level term at all.
Roaring Charge 5 Active / Magical 80~100 SP MATK% = 7600 + 400 * SkillLevel on 2 hits, or MATK% = 11000 + 500 * SkillLevel on 3 hits when Overcharged. Truth of Wind adds +5 * SPL normal and +6 * SPL enhanced, then x Base Level / 100. Recovers 1 to 5 AP, plus 5 more on the enhanced cast. 5x5 cells.
Roaring Piercer 10 Active / Magical 100~120 SP MATK% = 6350 + 700 * SkillLevel on 2 hits, or MATK% = 10500 + 750 * SkillLevel on 3 hits when Overcharged. Truth of Wind adds +5 * SPL normal and +6 * SPL enhanced, then x Base Level / 100. 5x9 cells.
(MT) Furious Storm 5 Active / Magical 100~190 SP MATK% = 7400 + 400 * SkillLevel. Diamond area of radius 5 up to Lv 3 and 6 from Lv 4. Repeats while the hotkey is held.
Terra Harvest 10 Active / Magical 90~120 SP MATK% = 17500 + 500 * SkillLevel. Truth of Earth adds +5 * SPL and then x Base Level / 100. 5x5 cells. Grants 2 Growth stacks and swaps to Ground Bloom at full Growth.
Terra Wave 10 Active / Magical 90~120 SP MATK% = 12000 + 300 * SkillLevel. Truth of Earth adds +6 * SPL and then x Base Level / 100. 3x12 line. Grants 2 Growth stacks and strips ground magic inside the area.
(MT) Solid Stomp 5 Active (AP) / Magical 130~140 SP, 10 AP MATK% = 9600 + 800 * SkillLevel over 9x9. Grants 4 Growth stacks and a 15 second buff: physical damage taken -3% * SkillLevel, heal 1% * SkillLevel of MaxHP, and Earth magic damage +15%.
Sixth Sense 5 Passive - P.ATK +2 * SkillLevel, CRI +2 * SkillLevel.
Pulse of Madness 5 Active / Supportive 20~60 SP Madness chance = 10% + 10% * SkillLevel per Werewolf attack skill used while it is up. Madness stacks to 3. Werewolf only.
(MT) Alpha Phase 5 Active (AP) / Supportive 60~100 SP, 160 AP RES pierce 3% * SkillLevel for 100 * SkillLevel seconds. Grants Madness Stage 3 outright instead of rolling for it. Werewolf only.
Primal Claw 5 Active / Physical Melee 40~55 SP ATK% = 200 + 1050 * SkillLevel + 5 * POW, then x Base Level / 100. Any Madness stage or Alpha Phase adds +800. Charges 5 cells. Area 5x5, widened to 7x7 at Madness Stage 2. Opens Feral Claw for 5 seconds.
Feral Claw 5 Active / Physical Melee 40~55 SP ATK% = 600 + 1300 * SkillLevel + 6 * POW, then x Base Level / 100. Madness or Alpha Phase adds +800. Area 7x7, widened to 9x9 at Madness Stage 2. Opens Alpha Claw for 5 seconds.
Alpha Claw 5 Active / Physical Melee 40~55 SP ATK% = 1000 + 1600 * SkillLevel + 7 * POW, then x Base Level / 100. Madness or Alpha Phase adds +800. 2 hits. Area 7x7, widened to 9x9 at Madness Stage 2.
Savage Lunge 10 Active (AP) / Physical Melee 12~30 SP, 15 AP ATK% = 6000 + 1500 * SkillLevel + 10 * POW, then x Base Level / 100. Enrage Wolf adds +1000, and Madness or Alpha Phase adds +1000 + 500 * SkillLevel. Charges 7 cells on a single target, turning into 7x7 splash at Madness Stage 2.
Frenzy Fang 5 Active / Physical Melee 24~36 SP ATK% = 750 + 250 * SkillLevel + 7 * POW, then x Base Level / 100. Madness or Alpha Phase adds +750. Hit count climbs from 2 to 3 at Madness Stage 1, 5 at Stage 2 and 7 at Stage 3.
Flip Flap 5 Active / Supportive 20~60 SP Ranged physical damage +6% * SkillLevel, CRI +3 * SkillLevel, for 60 * SkillLevel seconds. Wereraptor only.
(MT) Apex Phase 5 Active (AP) / Supportive 60~100 SP, 160 AP RES pierce 3% * SkillLevel for 100 * SkillLevel seconds. Wereraptor only.
Pinion Shot 10 Active / Physical Ranged 22~40 SP ATK% = 2600 * SkillLevel + 6 * CON, then x Base Level / 100. Apex Phase adds +30 and lets the hit crit. Five casts stack Zephyr Charge; the next cast hands Zephyr Link to the party inside 9x9, worth Melee and Ranged damage +15% and All element magic damage +15%.
Quill Spear 10 Active / Physical Ranged 55~95 SP ATK% = 2100 * SkillLevel + 7 * CON, then x Base Level / 100. The Apex Phase variant raises the CON term to +8 * CON, adds +30, widens 3x7 to 5x7 and lets the hit crit.
Tempest Flap 10 Active (AP) / Physical Ranged 32~50 SP, 30 AP ATK% = 1400 * SkillLevel + 8 * CON, then x Base Level / 100. 5x5 cells. Apex Phase adds +30, pushes the hit count from 1 to 3 and lets the hit crit.
Aero Sync 5 Active (AP) / Supportive 42~50 SP, 30 AP Dashes to a party member within 7 cells and copies Flip Flap onto them at the caster's learned level, for 60 * SkillLevel seconds. Refuses to fire while the caster already holds someone else's Flip Flap.
Plume Piercer 5 Active / Physical Ranged 76~84 SP ATK% = 900 * SkillLevel + 8 * CON, then x Base Level / 100. 4 hits across 9x9. Apex Phase lets the hit crit. Recovers 2 AP. Wereraptor only.
Nature's Rage 5 Active / Magical 74~90 SP MATK% = 700 * SkillLevel + 5 * SPL, then x Base Level / 100. 5 hits, Neutral by default. Truth of Ice turns it Water, Truth of Wind turns it Wind and adds a Charge, Truth of Earth turns it Earth and adds 2 Growth. It never triggers Glacial Nova, the Overcharge upgrade or Ground Bloom.

Item Boosts

Gear that directly boosts each 4th job skill.

Nature's Aid
Alitea Stone (Lower II) -
Glacial Monolith
Glacier (Glacial Nova) Muqaddas Garz [2] Sky Rune Crown (Alitea) [1] Shard Nova Shadow Shoes
Glacial Shard
Glacier (Glacial Shard) Alitea Soul (Glacier Shard) Shard Nova Shadow Armor Sky Rune Crown (Alitea) [1] Furious Crown (Alitea) [1] Sky Glacier Mace [2] Furious Hall [2]
Roaring Piercer
Glacier (Roaring Pierce) Alitea Soul (Roaring Pierce) Terra Pierce Shadow Pendant Poenitentia Scipione [2]
Terra Harvest
Glacier (Terra Harvest) Alitea Soul (Terra Harvest) Terra Pierce Shadow Earring Furious Crown (Alitea) [1] Poenitentia Scipione [2] Furious Hall [2]
Terra Wave
Glacier (Terra Wave) -
(MT) Solid Stomp
Howell Megas Walter Card -
Sixth Sense
Alitea Stone (Lower II) -
Primal Claw
Glacier (Claw) Poenitentia Securis [2] Furious Axe [2] Radiant Axe [2] Radiant Rune Circlet (Alitea) [1]
Feral Claw
Glacier (Claw) Poenitentia Securis [2] Furious Axe [2] Frontier Claw Axe [2] Radiant Axe [2] Radiant Rune Circlet (Alitea) [1] Frontier Crown (Alitea) [1]
Alpha Claw
Glacier (Claw) Alitea Soul (Alpha Claw) Alpha Fang Shadow Armor Furious Crown (Alitea) [1] Frontier Crown (Alitea) [1] Poenitentia Securis [2] Furious Axe [2] Frontier Claw Axe [2] Radiant Axe [2] Radiant Rune Circlet (Alitea) [1]
Frenzy Fang
Glacier (Frenzy Fang) Alitea Soul (Frenzy Fang) Alpha Fang Shadow Shoes Dimensions Crown (Alitea) [1] Radiant Rune Circlet (Alitea) [1] Flush Grinder Axe [2] Dimension Nature Axe [2]
Pinion Shot
Pinion Shot Tuning Device Glacier (Pinion Shot) Alitea Soul (Pinion Shot) Pinion Spear Shadow Earring Solid Whinger [2] Khopesh [2] Frigid Nature Cutter [2]
Quill Spear
Quill Spear Tuning Device Glacier (Quill Spear) Alitea Soul (Quill Spear) Pinion Spear Shadow Pendant Dimensions Crown (Alitea) [1] Fortify Whinger [2] Solid Whinger [2] Dimension Nature Dagger [2] Khopesh [2] Frigid Nature Cutter [2]
Tempest Flap
Khopesh [2] -
Plume Piercer
Glacier (Plume Piercer) Alitea Soul (Plume Piercer) Sharpen Feather Knife [2]
Nature's Rage
Glacier (Nature's Rage) Alitea Soul (Nature's Rage) -

Job Build Recommendations

Alitea is three kits sharing one hotbar. The Werewolf line is melee ATK % that reads POW and lives or dies on Madness stacks; the Wereraptor line is ranged ATK % that reads CON and pays for itself by stacking Zephyr Charge; the elemental line is MATK % that reads SPL and changes element wholesale depending on which Truth buff is up. Every attack skill in all three lines multiplies by Base Level / 100, so weapon refine and stat allocation matter more than level, and the stance skills are where the real multiplier sits. The sections below are split by gear tier: Mid Game covers the pieces you can wear from Base Level 200 to 249, and End Game covers 250 and up, which is also where the SS and SSS tier instances open.

Mid Game

Build Recommendations
Werewolf
Physical Melee

Skills to main: Sixth Sense Lv 5, Pulse of Madness Lv 5, (MT) Alpha Phase Lv 5, Transform: Werewolf Lv 1, Enrage Wolf Lv 5, Primal Claw Lv 5, Feral Claw Lv 5, Alpha Claw Lv 5, Frenzy Fang Lv 5, Savage Lunge Lv 10

Gear to refine and grade: Furious Axe [2] at 205 is the cheap entry axe and already reads the whole claw line. Poenitentia Securis [2] at 230 is the first axe that also scales Double Slash and carries critical rate, and Radiant Axe [2] at 240 is the crit damage stick that reads Primal, Feral and Alpha Claw at once. Radiant Rune Circlet (Alitea) [1] at 240 is the matching crown, boosting the claw trio plus Frenzy Fang.

Damage cards: Glacier (Claw) covers all three claws from one enchant slot, Glacier (Frenzy Fang) and Alitea Soul (Frenzy Fang) stack on the finisher, and Alitea Soul (Alpha Claw) adds 15% to the last link of the chain. Alitea Stone (Lower II) is the only piece that reaches Sixth Sense and Nature's Aid.

Stats and traits: POW first, because all five claw and fang skills add 5 x POW or more on top of their ratio. STR second for flat weapon ATK, CRI third because the claw chain can crit once (MT) Alpha Phase is up. STA only after that, since Savage Lunge costs 15 AP and the wolf stance has no recovery of its own.

Enchants and shadow: Glacier (Claw) in the weapon slot and Alitea Stone (Lower II) below it. Shadow is Alpha Fang Shadow Armor with Alpha Fang Shadow Shoes, which carry Alpha Claw and Frenzy Fang respectively.

Combos: Poenitentia Securis [2] + Radiant Rune Circlet (Alitea) [1], Alpha Fang Shadow Armor + Alpha Fang Shadow Shoes

Consumables: Berserk Potion, White Potion and Blue Potion

Rotation: Enrage Wolf first, because it adds 40 x SkillLevel to every claw and fang ratio. Then Pulse of Madness, which rolls Madness on each wolf attack skill and stacks to three stages, and (MT) Alpha Phase on the AP bar, which skips the roll entirely and hands Stage 3 plus 15% RES pierce for 500 seconds. The chain is Primal Claw into Feral Claw into Alpha Claw, each opening the next for five seconds, and the area grows from 5x5 to 7x7 at Stage 2. Savage Lunge is the 7 cell gap closer and the single biggest hit, Frenzy Fang the finisher whose hit count climbs from 2 to 7 with the stages.

Budget: Medium. Two axes and one crown, and the crown is the expensive half.

Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances.

Wereraptor
Physical Ranged

Skills to main: Sixth Sense Lv 5, Flip Flap Lv 5, (MT) Apex Phase Lv 5, Transform: Wereraptor Lv 1, Enrage Raptor Lv 5, Pinion Shot Lv 10, Quill Spear Lv 10, Tempest Flap Lv 10, Plume Piercer Lv 5, Aero Sync Lv 5

Gear to refine and grade: Fortify Whinger [2] at 200 is the cheapest dagger that reads Quill Spear. Solid Whinger [2] at 220 covers Pinion Shot and Quill Spear together, and Sharpen Feather Knife [2] at 225 is the only sub 250 dagger that reads Plume Piercer. No crown below 250 carries a ranged skill, so the head slot is the general physical crown: Furious Crown (Alitea) [1] at 235 gives CON 5, ATK % and a free 5% crit rate.

Damage cards: Pinion Shot Tuning Device and Quill Spear Tuning Device are the two scaling options, Glacier (Pinion Shot) and Glacier (Quill Spear) add refine scaled skill damage, Alitea Soul (Pinion Shot) and Alitea Soul (Quill Spear) sit beside them, and Glacier (Plume Piercer) with Alitea Soul (Plume Piercer) cover the fourth skill.

Stats and traits: CON first, because every ranged skill adds 6 x CON to 8 x CON and Tempest Flap is the highest at 8 x CON. DEX second for flat weapon ATK, then CRI, because (MT) Apex Phase turns the whole ranged line into crittable hits. Flip Flap already pays 15% ranged damage and 15 CRI at max level, so crit rate gear can wait.

Enchants and shadow: Quill Spear Tuning Device in the weapon slot, with Pinion Spear Shadow Earring and Pinion Spear Shadow Pendant as the shadow pair, which carry Pinion Shot and Quill Spear.

Combos: Solid Whinger [2] + Furious Crown (Alitea) [1], Pinion Spear Shadow Earring + Pinion Spear Shadow Pendant

Consumables: Berserk Potion, White Potion and Speed Potion]

Rotation: Transform: Wereraptor, then Enrage Raptor, which adds 50 x SkillLevel to the ranged line, then Flip Flap for 30% ranged damage and 15 CRI at max level. Five Pinion Shot casts stack Zephyr Charge, and the sixth hands Zephyr Link to the party inside 9x9 for 15% melee and ranged damage plus 15% all element magic. Quill Spear is the 3x7 filler, Tempest Flap the 30 AP burst that triples its hit count under (MT) Apex Phase, and Plume Piercer the four hit 9x9 that pays 2 AP back. Aero Sync copies Flip Flap onto a party member and is the only reason the stance is worth sharing.

Budget: Medium. Two daggers and one crown, and none of the three is a chase item.

Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances.

Elemental
Magical

Skills to main: Nature's Aid Lv 5, Nature's Principle Lv 10, Truth of Ice Lv 1, Truth of Wind Lv 1, Truth of Earth Lv 1, Glacial Monolith Lv 10, Glacial Shard Lv 10, Glacial Stomp Lv 10, Roaring Piercer Lv 10, Terra Harvest Lv 10

Gear to refine and grade: Furious Hall [2] at 205 already reads Terra Harvest and Glacier Shard, Poenitentia Scipione [2] at 230 is the earth and wind stick that adds Roaring Piercer and scales Thundering Call and Earth Drill with refine, and Sky Glacier Mace [2] at 240 is the water stick, with 25% water damage at refine 7 and up to 45% Glacial Shard skill damage. Sky Rune Crown (Alitea) [1] at 240 is the water crown and Furious Crown (Alitea) [1] at 235 the water and earth one.

Damage cards: Glacier (Glacial Shard), Glacier (Roaring Pierce), Glacier (Terra Harvest) and Glacier (Glacial Nova) are the four refine scaled enchants, with Alitea Soul (Glacier Shard), Alitea Soul (Roaring Pierce) and Alitea Soul (Terra Harvest) on top. Howell Megas Walter Card is the only monster card that reaches Terra Harvest.

Stats and traits: SPL first, because every elemental ratio adds 5 x SPL to 7 x SPL on top of a 5000 to 17000 base. INT second for flat MATK, WIS third for S.MATK. Nature's Aid pays another 20 S.MATK at max level and costs nothing.

Enchants and shadow: Glacier (Glacial Nova) goes in the weapon slot whenever you are running the monolith, and Alitea Stone (Lower II) adds 1% all element damage per level of Sixth Sense and 1% magic damage per level of Nature's Aid. Shadow splits by element: Shard Nova Shadow Armor with Shard Nova Shadow Shoes for water, or Terra Pierce Shadow Earring with Terra Pierce Shadow Pendant for earth.

Combos: Sky Glacier Mace [2] + Sky Rune Crown (Alitea) [1], Poenitentia Scipione [2] + Furious Crown (Alitea) [1], Shard Nova Shadow Armor + Shard Nova Shadow Shoes

Consumables: Blue Potion, White Potion and Speed Potion

Rotation: pick one Truth buff and stay in it, because Ice, Wind and Earth cancel each other and all three cancel both Transform states. Glacial Monolith first: its 15x15 aura lasts 10 to 15 seconds and turns any Glacial cast inside it into Glacial Nova at 15000% MATK over 9x9. Then Glacial Shard as the three hit filler, Glacial Stomp to warp back onto the monolith, Terra Harvest to bank two Growth stacks per cast until Ground Bloom fires, and Roaring Piercer for the Overcharged three hit version. (MT) Chilling Blast is the SP dump at 6900% plus 1500% per level across 11x11 and carries no stat term at all, so it is the one skill that does not care what you are wearing.

Budget: Medium. Three maces and two crowns, because water and earth split between them.

Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances.

End Game

Build Recommendations
Werewolf
Physical Melee

Skills to main: Sixth Sense Lv 5, Pulse of Madness Lv 5, (MT) Alpha Phase Lv 5, Transform: Werewolf Lv 1, Enrage Wolf Lv 5, Primal Claw Lv 5, Feral Claw Lv 5, Alpha Claw Lv 5, Frenzy Fang Lv 5, Savage Lunge Lv 10

Gear to refine and grade: Frontier Claw Axe [2] is the 265 claw stick and the only weapon that reads all three claws above 240. Dimension Nature Axe [2] at 250 is the two handed option that carries Frenzy Fang instead, so the pair splits the line cleanly and neither one is dead weight. Frontier Crown (Alitea) [1] at 265 is the claw crown and Dimensions Crown (Alitea) [1] at 250 the Frenzy Fang one, which also adds 10 CRI and 15% damage to all races from refine 10.

Damage cards: Glacier (Claw), Glacier (Frenzy Fang), Alitea Soul (Alpha Claw) and Alitea Soul (Frenzy Fang) carry over unchanged, because enchant cards have no level gate. Alitea Stone (Lower II) stays for the same reason.

Stats and traits: POW first, then STR for flat ATK and CRI for the alpha window. With (MT) Alpha Phase running, the claw chain crits often enough that crit damage becomes worth a ring slot, so STA drops to fourth.

Enchants and shadow: the same Glacier (Claw) and Alitea Stone (Lower II) pair carries over. Shadow is still Alpha Fang Shadow Armor and Alpha Fang Shadow Shoes at the same 200 requirement.

Combos: Frontier Claw Axe [2] + Frontier Crown (Alitea) [1], Dimension Nature Axe [2] + Dimensions Crown (Alitea) [1]

Consumables: Berserk Potion, White Potion and Blue Potion

Rotation: unchanged from Mid Game, but the opener is now (MT) Alpha Phase every time rather than fished for with Pulse of Madness, because 160 AP buys 15% RES pierce for 500 seconds and there is no reason to gamble. Run the claw chain on the Frontier Claw Axe, swap to the Dimension Nature Axe only for Frenzy Fang, and hold Savage Lunge for whatever the chain cannot reach.

Budget: High. A 265 axe, a 250 two hander and two crowns that both want an A grade pass.

Content: Base Level 250 and up, including the SS and SSS tier instances.

Wereraptor
Physical Ranged

Skills to main: Sixth Sense Lv 5, Flip Flap Lv 5, (MT) Apex Phase Lv 5, Transform: Wereraptor Lv 1, Enrage Raptor Lv 5, Pinion Shot Lv 10, Quill Spear Lv 10, Tempest Flap Lv 10, Plume Piercer Lv 5, Aero Sync Lv 5

Gear to refine and grade: Khopesh [2] at 265 reads Pinion Shot and Quill Spear and, from +12 with an A grade, rolls an autobonus on every Tempest Flap that adds 30% Pinion Shot damage and 15% RES pierce for 30 seconds. Frigid Nature Cutter [2] at the same tier is the crit damage alternative and reads both skills as well. Dimensions Crown (Alitea) [1] at 250 is the only crown that carries Quill Spear, and it pays 10 CRI, a 15% all race bonus and 10% long range damage on the way up.

Damage cards: Pinion Shot Tuning Device, Quill Spear Tuning Device, Glacier (Pinion Shot), Glacier (Quill Spear), Alitea Soul (Pinion Shot) and Alitea Soul (Quill Spear) all carry over untouched.

Stats and traits: CON first, then CRI and crit damage, because (MT) Apex Phase converts the entire ranged line into crittable hits. DEX stays second for flat ATK and nothing else competes.

Enchants and shadow: Quill Spear Tuning Device and Pinion Spear Shadow Earring] with Pinion Spear Shadow Pendant] carry over unchanged.

Combos: Khopesh [2] + Dimensions Crown (Alitea) [1], Pinion Spear Shadow Earring + Pinion Spear Shadow Pendant

Consumables: Berserk Potion, White Potion and Speed Potion

Rotation: (MT) Apex Phase on the AP bar once per 500 seconds, then Flip Flap and Enrage Raptor, then five Pinion Shot stacks into Zephyr Link for the party. Tempest Flap is now a buff as well as a nuke on Khopesh, so fire it before the Pinion burst rather than after. Quill Spear stays the filler and Plume Piercer the AP refund.

Budget: High. Two 265 daggers and a 250 crown, plus the A grade that Khopesh needs before its Tempest Flap autobonus exists.

Content: Base Level 250 and up, including the SS and SSS tier instances.

Elemental
Magical

Skills to main: Nature's Aid Lv 5, Nature's Principle Lv 10, Truth of Ice Lv 1, Truth of Wind Lv 1, Truth of Earth Lv 1, Glacial Monolith Lv 10, Glacial Shard Lv 10, Glacial Stomp Lv 10, Roaring Piercer Lv 10, Terra Harvest Lv 10

Gear to refine and grade: Muqaddas Garz [2] at 250 is the only mace above 240 that carries an Alitea skill, and it carries Glacial Monolith and Glacial Nova at 10% each with another 10% on both at refine 9 and refine 11. There is no 265 mace in the database, so this single weapon has to serve every element and the water and earth crowns do the rest of the work. Violet Stardust Crown [1] at 250 is the general magic crown for the slot, since no Alitea crown above 240 carries a magic skill.

Damage cards: Glacier (Glacial Nova), Glacier (Glacial Shard), Glacier (Roaring Pierce), Glacier (Terra Harvest), Alitea Soul (Glacier Shard), Alitea Soul (Roaring Pierce) and Alitea Soul (Terra Harvest) all carry over. Howell Megas Walter Card is the one monster card worth keeping in the build, because it reaches Terra Harvest where nothing else does.

Stats and traits: SPL first, then WIS for S.MATK, then INT for flat MATK. (MT) Nature's Harmony costs 150 AP and pays 150% water, wind and earth magic damage at max level, so AP economy is the second stat: keep Nature's Vigor maxed for the SP pool.

Enchants and shadow: Glacier (Glacial Nova) in the weapon slot, Alitea Stone (Lower II) below it, and the same water or earth shadow pairs from Mid Game, since shadow gear has no level gate.

Combos: Muqaddas Garz [2] + Violet Stardust Crown [1], Shard Nova Shadow Armor + Shard Nova Shadow Shoes

Consumables: Blue Potion, White Potion and Speed Potion]

Rotation: one Truth buff, then (MT) Nature's Harmony if the party can carry the 150 AP, then Glacial Monolith into Glacial Nova for the biggest number in the kit. (MT) Solid Stomp banks four Growth stacks in a single cast and gives 15% earth damage for 15 seconds, which is the cheapest way to reach Ground Bloom without spending three Terra Harvests. Everything else is the same loop as Mid Game.

Budget: Medium. One mace, one crown and one enchant slot; the shadow set and every skill enchant carry over from the tier below.

Content: Base Level 250 and up, including the SS and SSS tier instances.

General Damage Gear & Cards

The tables above list items that boost one specific skill. The pieces below raise damage in general, so they work with any build on that damage type and stack on top of the skill gear.

Physical

Mid Game

Base Level 200 to 249. Both physical lines read weapon ATK and then multiply by Base Level / 100, so these are the slots that stack on top of whichever axe or dagger you are holding.

Slot Recommended Main bonuses
Armor Blaze Mana Armor [1], Gaebolg Armor [1], Nebula Armor of Power [1] ATK, melee damage %, P.ATK
Garment Blaze Mana Manteau [1], Gaebolg Manteau [1], Azure Flame Mana Manteau [1] ATK, melee damage %, P.ATK
Shoes Blaze Mana Boots [1], Gaebolg Boots [1], Azure Flame Mana Boots [1] ATK, melee damage %, P.ATK
Accessory Blaze Mana Ring [1], Blaze Mana Brooch [1], Gaebolg Ring [1], Isgard Ring [1] ATK, P.ATK, crit rate, ASPD
Head (Top) Radiant Rune Circlet (Alitea) [1], Furious Crown (Alitea) [1] ATK, crit rate, crit damage %, Claw, Frenzy Fang and Quill Spear skill damage
Shadow set Alpha Fang Shadow Armor, Alpha Fang Shadow Shoes, Pinion Spear Shadow Earring, Pinion Spear Shadow Pendant ATK, crit rate, skill damage per refine

End Game

Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow sets carry over unchanged.

Slot Recommended Main bonuses
Armor Black Flame Armor of Power [1], Black Flame Suit of Critical [1] ATK, melee damage %, crit rate, P.ATK
Garment Encroaching Mantle of Destruction [1], Unstoppable Mantle of Destruction [1], Ceaseless Mantle of Breath [1] POW, CON, CRI, crit damage %, normal attack damage %, ATK
Shoes Dimensional Battle Greaves [1], Dimensional Executioner Boots [1], Fighter's Boots [1] POW, P.ATK, melee damage %, fixed cast reduction
Accessory Black Dragon Ring of Power [1], Black Dragon Ring of Critical [1], Yorscalp Ring [1] ATK, P.ATK, crit rate
Head (Top) Frontier Crown (Alitea) [1], Dimensions Crown (Alitea) [1], Scarlet Stardust Crown [1] POW, CON, ATK, ATK %, crit damage %, Claw, Frenzy Fang and Quill Spear skill damage

Damage Cards

Universal: these apply to every target, so they are the safe default when you do not know what you are fighting.

Card Effect on physical damage
(MvP) Reginleif Card ATK % (refine scaled where applicable)
(MvP) Chaos Baphomet Card ATK %, damage to Demon (refine scaled where applicable)
(MvP) Simulation Juncea Card P.ATK (refine scaled where applicable)
Archer Skeleton Card ranged damage % for the Wereraptor line (refine scaled where applicable)
(MvP) Guide of Dead Card melee damage % for the Werewolf line (refine scaled where applicable)
(MvP) Yortus Arbiter Card crit damage % (refine scaled where applicable)
(MvP) Pyuriel Card crit damage % (refine scaled where applicable)

Target specific: swap these in once you know the race, size, element or class of what you are farming.

Card Effect on physical damage
(MvP) Despair God Morocc Card ATK %, damage to Demi-Human, Angel, Player (refine scaled where applicable)
Seawind Card ATK %, damage to Brute (refine scaled where applicable)
Cliolima Card ATK %, damage to Demon (refine scaled where applicable)
Rockstriker Card ATK %, damage to Undead (refine scaled where applicable)
Rebellion Lookie Card ranged damage %, damage to Formless, Demi-Human, Player (refine scaled where applicable)
Hanom Card P.ATK, damage to Dark (refine scaled where applicable)
(MvP) Encroached Tan Card ATK %, P.ATK, damage to Boss, Normal (refine scaled where applicable)

Magical

Mid Game

Base Level 200 to 249. The same slots roll MATK instead, which is what every elemental skill reads. Pick the element first, because the Truth buffs are mutually exclusive and the gear should follow whichever one you are actually running.

Slot Recommended Main bonuses
Armor Blaze Mana Robe [1], Gaebolg Robe [1], Nebula Robe of Spell [1] MATK, S.MATK, magic damage to all elements, Variable Cast Time
Garment Blaze Mana Muffler [1], Gaebolg Muffler [1], Azure Flame Mana Muffler [1] MATK, S.MATK, magic damage to all elements
Shoes Blaze Mana Shoes [1], Gaebolg Shoes [1], Moan of Corruption [1] MATK, SPL, magic damage to all elements, Fixed Cast Time
Accessory Blaze Mana Earring [1], Blaze Mana Necklace [1], Razrygz Pendant [1] MATK %, S.MATK, magic damage to every element
Head (Top) Sky Rune Crown (Alitea) [1], Furious Crown (Alitea) [1] MATK, water and earth magic damage %, Glacial Shard, Glacial Nova and Terra Harvest skill damage
Shadow set Shard Nova Shadow Armor, Shard Nova Shadow Shoes, Terra Pierce Shadow Earring, Terra Pierce Shadow Pendant MATK, skill damage per refine

End Game

Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow sets carry over unchanged.

Slot Recommended Main bonuses
Armor Black Flame Robe of Magic [1], Black Flame Robe of Wisdom [1] MATK, S.MATK, magic damage to three elements each, Variable Cast Time
Garment Circulating Mantle of Prayer [1], Ceaseless Mantle of Prayer [1], Flourishing Mantle of Repose [1], Great Scholar's Muffler [1] MATK, S.MATK, SPL, magic damage to all elements
Shoes Shoes of Magician [1], Shoes of Scholar [1], Dimensional Spell Shoes [1], Dimensional Magic Shoes [1] MATK, S.MATK, SPL, magic damage to all elements, Variable and Fixed Cast Time
Accessory Black Dragon Ring of Magic [1], Black Dragon Ring of Wisdom [1], Yorscalp Earring [1] MATK %, S.MATK, magic damage to all elements, Variable Cast Time
Head (Top) Violet Stardust Crown [1] SPL, MATK, MATK %, S.MATK, magic damage to every element

Damage Cards

Universal: these apply to every target, so they are the safe default when you do not know what you are fighting.

Card Effect on magic damage
(MvP) Realized Amdarais Card MATK %, damage to all classes (refine scaled where applicable)
(MvP) Timeholder Card MATK % (refine scaled where applicable)
(MvP) Amdarais Card MATK %, damage to all classes (refine scaled where applicable)
(MvP) Simulation Juncea Card S.MATK (refine scaled where applicable)

Target specific: Alitea only ever deals Water, Wind, Earth or Neutral, so the first four rows are the ones that apply here; the rest are listed because these cards are shared with every other magic class.

Card Effect on magic damage
(MvP) Awaken Ktullanux Card Water magic damage % (refine scaled) for the Glacial line
(MvP) Contaminated Spider Queen Card Earth and Water magic damage +100% for the Terra and Glacial lines
(MvP) Gioia Card Wind and Ghost magic damage +100% for the Roaring line
(MvP) Himmelmez's Phantom Card Neutral and Holy magic damage +100% for Chilling Blast and Nature's Rage
(MvP) Abysmal Witch Card Fire and Dark magic damage +100%
(MvP) Aquila Card Poison and Undead magic damage +100%
(MvP) Death Witch Card MATK %, magic damage to Demon and Formless
(MvP) The One Card MATK %, magic damage to Undead and Dragon
(MvP) Fallen Bishop Card MATK %, magic damage to Angel, Demi-Human, Player