Alitea
Intro
| Novice | Druid
(1st Job) |
Karnos
(2nd Job) |
Alitea
(3rd / 4th Job) |
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| 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. |
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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.
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| Beasty Nose | 10 | Passive | - | ASPD +1% * SkillLevel. Only applies in Werewolf state.
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| Blood Howling | 5 | Active / Supportive | 20~60 SP | STR +2 * SkillLevel, LUK +2 * SkillLevel, HIT +10 * SkillLevel. Werewolf only.
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| 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.
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| 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.
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| 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.
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| 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.
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| Transform: Wereraptor | 1 | Active (Toggle) / Supportive | 10 SP | Movement Speed +25%, stackable. Wereraptor skills only work in this state.
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| Sharp Eyes | 10 | Passive | - | HIT +5 * SkillLevel. Only applies in Wereraptor state.
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| Preening | 5 | Active / Supportive | 20~60 SP | AGI +2 * SkillLevel, DEX +2 * SkillLevel, FLEE +10 * SkillLevel. Wereraptor only.
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| 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.
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| 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.
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| 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.
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| 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.
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| Nature's Principle | 10 | Passive | - | MATK +20 + 5 * SkillLevel.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| Nature's Shield | 10 | Active / Supportive | 12~30 SP | DEF +10 * SkillLevel, INT +1 * SkillLevel, VIT +1 * SkillLevel, MDEF +1 * SkillLevel.
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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.
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| 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.
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| 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.
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| 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.
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| Iron Howling | 5 | Active / Supportive | 65~80 SP | Damage taken -5% - 5% * SkillLevel. Duration grows from 2 to 4.5 seconds. Werewolf only.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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%.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| Nature's Vigor | 5 | Passive | - | MaxSP +2% * SkillLevel, SP Recovery +10% * SkillLevel.
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| 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.
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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.
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| Nature's Aid | 5 | Passive | - | S.MATK +4 * SkillLevel.
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| (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.
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| 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.
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| 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.
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| 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.
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| (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.
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| 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.
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| 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.
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| (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.
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| 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.
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| 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.
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| (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%.
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| Sixth Sense | 5 | Passive | - | P.ATK +2 * SkillLevel, CRI +2 * SkillLevel.
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| 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.
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| (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.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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| Flip Flap | 5 | Active / Supportive | 20~60 SP | Ranged physical damage +6% * SkillLevel, CRI +3 * SkillLevel, for 60 * SkillLevel seconds. Wereraptor only.
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| (MT) Apex Phase | 5 | Active (AP) / Supportive | 60~100 SP, 160 AP | RES pierce 3% * SkillLevel for 100 * SkillLevel seconds. Wereraptor only.
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| 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%.
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| 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.
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| 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.
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| 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.
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| 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.
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| 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.
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Item Boosts
Gear that directly boosts each 4th job skill.
| Nature's Aid | ||
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| Glacial Monolith | ||
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| Glacial Shard | ||
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| Roaring Piercer | ||
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| Terra Harvest | ||
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| Terra Wave | ||
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| (MT) Solid Stomp | ||
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| Sixth Sense | ||
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| Primal Claw | ||
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| Feral Claw | ||
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| Frenzy Fang | ||
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| Pinion Shot | ||
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| Quill Spear | ||
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| Tempest Flap | ||
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| Plume Piercer | ||
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| Nature's Rage | ||
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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: Damage cards: 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: Combos: Consumables: 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: Damage cards: 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: Combos: Consumables: 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: Damage cards: 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: Combos: Consumables: 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: Damage cards: 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 Combos: Consumables: 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: Damage cards: 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: Combos: Consumables: 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: Damage cards: 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: Combos: Consumables: 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 | ATK, melee damage %, P.ATK | |
| Garment | ATK, melee damage %, P.ATK | |
| Shoes | ATK, melee damage %, P.ATK | |
| Accessory | ATK, P.ATK, crit rate, ASPD | |
| Head (Top) | ATK, crit rate, crit damage %, Claw, Frenzy Fang and Quill Spear skill damage | |
| Shadow set | 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 | ATK, melee damage %, crit rate, P.ATK | |
| Garment | POW, CON, CRI, crit damage %, normal attack damage %, ATK | |
| Shoes | POW, P.ATK, melee damage %, fixed cast reduction | |
| Accessory | ATK, P.ATK, crit rate | |
| Head (Top) | 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 |
|---|---|
| ATK % (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| P.ATK (refine scaled where applicable) | |
| ranged damage % for the Wereraptor line (refine scaled where applicable) | |
| melee damage % for the Werewolf line (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| 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 |
|---|---|
| ATK %, damage to Demi-Human, Angel, Player (refine scaled where applicable) | |
| ATK %, damage to Brute (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| ATK %, damage to Undead (refine scaled where applicable) | |
| ranged damage %, damage to Formless, Demi-Human, Player (refine scaled where applicable) | |
| P.ATK, damage to Dark (refine scaled where applicable) | |
| 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 | MATK, S.MATK, magic damage to all elements, Variable Cast Time | |
| Garment | MATK, S.MATK, magic damage to all elements | |
| Shoes | MATK, SPL, magic damage to all elements, Fixed Cast Time | |
| Accessory | MATK %, S.MATK, magic damage to every element | |
| Head (Top) | MATK, water and earth magic damage %, Glacial Shard, Glacial Nova and Terra Harvest skill damage | |
| Shadow set | 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 | MATK, S.MATK, magic damage to three elements each, Variable Cast Time | |
| Garment | MATK, S.MATK, SPL, magic damage to all elements | |
| Shoes | MATK, S.MATK, SPL, magic damage to all elements, Variable and Fixed Cast Time | |
| Accessory | MATK %, S.MATK, magic damage to all elements, Variable Cast Time | |
| Head (Top) | 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 |
|---|---|
| MATK %, damage to all classes (refine scaled where applicable) | |
| MATK % (refine scaled where applicable) | |
| MATK %, damage to all classes (refine scaled where applicable) | |
| 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 |
|---|---|
| Water magic damage % (refine scaled) for the Glacial line | |
| Earth and Water magic damage +100% for the Terra and Glacial lines | |
| Wind and Ghost magic damage +100% for the Roaring line | |
| Neutral and Holy magic damage +100% for Chilling Blast and Nature's Rage | |
| Fire and Dark magic damage +100% | |
| Poison and Undead magic damage +100% | |
| MATK %, magic damage to Demon and Formless | |
| MATK %, magic damage to Undead and Dragon | |
| MATK %, magic damage to Angel, Demi-Human, Player |
