Aptitude

What Aptitude is and why is it important?
(Infomation was taken from  Nightflier 's Advanced Aptitude post)

In this game you do not choose class, instead you choose something called aptitude. There are also 4 main status categories: STR, DEX, INT and VIT. At level 10 you can learn C1 skills, lv25 for C2 skills, lv48 for C3 skills and lv62 for C4 skills. For every "C" there are 3 skills in each status category, so there are 3*4=12 different C1 skills, 12 C2 skills, 12 C3 skills and 12 C4 skills.

Status points (STR, DEX, INT and VIT) can be obtained into two types: basic status points and allocation status points. Both give the same attributes points as result; however, only allocation status points are used to meet equipment and skill learning requirements.

When you level up you get a total of 4 basic status points:1 basic STR, 1 basic DEX, 1 basic INT and 1 basic VIT; you also receive 4 allocation status points which you can invest in any status category you wish.

To initially learn a skill, you need to meet a level and an allocation status points requirement. Example: A C1 STR skill requires 20 allocation STR. Furthermore, C2 skills require 24 allocation status points in the correct category, C3 skills need 80 and C4 need 120.

Once you have learnt a C1 skill in a certain category, you cannot learn any other skill in the same category. Example: if you learnt one C1 STR skill, you cannot learn any other C1 STR skill, but you are still able to learn C1 INT, DEX and VIT skills as well as any C2, C3 and C4 skill. Similar rule is applied to C2, C3 and C4 skills.

Every skill has two main effects: one active and one passive. Active effects have 10 or 12 levels while passive ones have 4 or 5 levels. It is your aptitude that decides which minority of your skills that can reach level 12 in active effect and level 5 in passive effect, while the majority can only reach level 10 in active and level 4 in passive.

When you first learn a new skill, it starts with a level 1 active effect and no passive effect. The active effects have their own "experience bar", however the word "proficiency" is used instead of "experience". Every time you use an active effect in battle you gain 1 proficiency point in that active effect. It is important to know that you can buy a lot of proficiency points with renown points from the npc Freddie (X=175, Y =320) in Cloud City (Read other guides to see how the renown points are gained and what else they can be used for). When your active effect reaches level 2, you will automaticly unlock passive effect level 1. Active level 4 is needed for passive level 2, and active level 7 is needed for passive level 3.

Types of Aptitude
(Infomation was tooken from  Nightflier 's Advanced Aptitude post)

Format:        

Note: The skills listed here are the minority, corresponding to each aptitude, which can reach active level 12 and passive level 5.

--- M & M

Bonuses: 4% mp, 4% dodge, 5% m.atk and 3% m.def Penalties: 5% hp and 6% def

Skills: Epee Chop(vit, max m.atk), Fire Ball(int, max m.atk) and Frost Bolt(int, mp)

Soul Fire(vit, min m.atk), Flame Shot(int min m.atk) and Crash(int, dodge)

Divine Bless(vit, max m.atk), Hypnosis(int, m.def) and Mana Burn(int, mp)

Haste(vit, min m.atk), Volcano(int, min m.atk) and Blizzard(int, m.def) --- MDEF

Bonuses: 3% m.atk and 5% m.def Penalties: 5% def

Skills: Bleed(str, def), Defiant(vit, def) and Cure(int, hp)

Spirit Puncture(str, def), Static Bolt(vit, hp) and Regenerate(int, hp)

Revive(vit, hp), Dispel(vit, m.def) and Mana Burn(int, mp)

Haste(vit, min m.atk), Stun(vit, hit) and Gospel(int, mp)

 AP & A 

Bonuses: 3% atk and 4% ap Penalties: 5% m.def

Skills: Enervate(str, hp), Double Hit(str, max atk) and Agilely Attack(dex, dodge)

Cleave(str, dodge), Riptide Impact(dex, min atk but with max atk growth) and Crash(int, dodge)

Utmost Strike(str, max atk), Dedicate(dex, ap) and Accurate Strike(dex, max atk)

Blood Drain(str, hit), Through Shot(dex, dodge), Mana Steal(dex, hit)

D & H

Bonuses: 5% hp and 5% def Penalties: 6% hit, 5% dodge and 6% m.atk

Skills:

Enervate(str, hp), Bleed(str, def) and Defiance(vit, def)

Spirit Puncture(str, def), Puzzle(dex, dodge) and Static Bolt(vit, hp)

Iron Skin(str, def), Dedicate(dex, ap) and Conceal(dex, hit)

Blood Drain(str, hit), Mana Steal(dex, hit) and Stun(vit, hit) -- A & H

Bonuses: 5% atk and 3% hit Penalties: 5% mp and 4% m.def

Skills: Double Hit(str, max atk), Easy Attack(dex, max atk) and Frost Bolt(int, mp)

Cleave(str, dodge), Confuse(str, min atk) and Counterattack(dex, def)

Utmost Strike(str, max atk), Focus Attack(str, hit) and Accurate Strike(dex, max atk)

Frightening Hit(str, max atk), Slaughter(str, dodge) and Through Shot(dex, dodge) -- H & M

Bonuses: 5% hp and 5% mp bonus Penalties: 5% atk, 4% def and 4% hit

Skills: Pet Healing(vit, hp), Epee Chop(vit. max m.atk) and Cure(int, hp)

Soul Fire(vit, min m.atk), Lion's Roar(vit, def) and Regenerate(int, hp)

Conceal(dex, hit), Revive(vit, hp) and Dispel(vit, m.def)

Sacrifice(vit, hp), Blizzard(int, m.def) and Gospel(int, mp) --- AP & M

Bonuses: 3% mp and 5% ap Penalties: 6% hp, 4% atk and 4% def

Skills: Agilely(dex, dodge), Icy Assault(dex, hit) and Cure(int, hp)

Confuse(str, min atk), Puzzle(dex, dodge) and Regenerate(int, hp)

Dedicate(dex, ap), Conceal(dex, hit) and Seal(int, hit)

Slow Down(dex, max atk), Through Shot(dex, dodge) and Mana Steal(dex, hit) - A & M

Bonuses: 4% atk, 4% m.atk and 4% m.def Penalties: 6% mp, 6% ap, 4% hit and 6% dodge

Skills:

Double Hit(str, max atk), Epee Chop(vit, max m.atk) and Fire Ball(int, max m.atk)

Cleave(str, dodge), Counterattck(dex, def) and Flame Shot(int, min m.atk)

Utmost Strike(str, max atk), Focus Attack(str, hit) and Accurate Strike(dex, max atk)

Slaughter(str, dodge), Volcano(int, min m.atk)and Blizzard(int, m.def) --- D & AP

Bonuses: 4% ap and 5% dodge Penalties: 4% mp and 6% m.def

Skills: Agilely Attack(dex, dodge), Icy Assault(dex, hit) and Pet Healing(vit, hp)

Confuse(str, min atk), Riptide Impact(dex, min atk but with max atk growth) and Puzzle(dex, dodge)

Seal(int, hit), Hypnosis(int, m.def) and Mana Burn(int, mp)

Frightening Hit(str, max atk), Delay(dex, max atk) and Speedup(vit, min m.atk) - A & D

Bonuses: 4% atk and 3% def Penalties: 4% hp, 5% ap, 5% hit, 4% dodge and 4% m.atk

Skills: Enervate(str, hp), Bleed(str, def) and Defiant(vit, def)

Spirit Puncture(str, def), Static Bolt(vit, hp) and Lion's Roar(vit, def)

Focus Attack(str, hit), Iron Skin(str, def) and Divine Bless(vit, max m.atk)

Frightening Hit(str, max atk), Slaughter(str, dodge) and Stun(vit, hit) --- H & AP

Bonuses: 3% hp, 3% ap and 4% def Penalties: 5% m.atk

Skills: Easy Attack(dex, max atk), Icy Assault(dex, hit) and Pet Healing(vit, hp)

Riptide Impact(dex, min atk but with max atk growth), Soul Fire(vit, min m.atk) and Lion's Roar(vit, def)

Revive(vit, hp), Seal(int, hit) and Hypnosis(int, m.def)

Slow Down(dex, max atk), Sacrifice(vit, hp) and Volcano(int, min m.atk) --- Avg

Bonuses: 3% dodge Penalties: None

Skills: Easy Attack(dex, max atk), Fire Ball(int, max m.atk) and Frost Bolt(int, mp)

Counterattack(dex, def), Flame Shot(int, min m.atk) and Crash(int, dodge)

Iron Skin(str, def), Divine Bless(int, max m.atk) and Dispel(vit, m.def)

Blood Drain(str, hit), Sacrifice(vit, hp) and Gospel(int, mp)

Level and status requirements for active effects
C1(lv10): 1-20 allocation status points in the correct category 2-20 3-20 4-20 5-20 6-30 7-32 8-34 9-36 10-48 11-75 (Requires correct aptitude) 12-75 (Requires correct aptitude)

c2(lv24): 1-24 2-24 3-24 4-24 5-24 6-48 7-50 8-52 9-54 10-72 11-120 (Requires correct aptitude) 12-120 (Requires correct aptitude)

c3(lv48): 1-80 2-80 3-80 4-80 5-80 6-120 7-122 8-124 9-126 10-150 11-200 (Requires correct aptitude) 12-200 (Requires correct aptitude)

c4(lv62): 1-120 2-120 3-120 4-120 5-120 6-150 7-152 8-154 9-156 10-180 11-240 (Requires correct aptitude) 12-240 (Requires correct aptitude)

Advanced
Besides affecting the maximum skill levels, aptitudes also affect how much attribute points you gain from status points and how much hp you gain per level. They do however NOT affect how much attribute points you gain from equipments. --

Suppose we have an aptitude with no attribute point bonuses nor penalties (a such aptitude does not exist in the game, it is merely an example). Then: status points: 1 str 1 dex 1 vit 1 int hp: 4.0 3.0 9.0 4.0 mp: 4.0 6.0 8.0 12.0 atk: 1.2 0.9 0.6 0.4 ap: 0.2 0.6 0.1 0.2 def: 0.6 0.9 1.2 0.2 hit: 0.6 0.4 0.1 0.3 dodge: 0.2 0.6 0.1 0.3 m.atk: 0.4 0.6 0.6 1.2 m.def: 0.6 0.4 0.6 1.2 Also when you level up, besides receiving a total of 4 basic status points and 4 allocation status points, you also gain 15.0 hp. Keep in mind that when you first start the game, at level 1, you already have 15.0 hp as well as a total of 20 basic status points (5 in each category). -- Example: Suppose we chose a theoretical aptitude with 4% atk bonus and -5% hp penalty. Also assume that we are level 6 and have spent all our allocation status points in STR. Then:

1. basic points: 10 str 10 dex 10 vit 10 int hp: (40.0 30.0 90.0 40.0) * 0.95 mp: 40.0 60.0 80.0 120.0 atk: (12.0 9.0 6.0 4.0) * 1.04 ap: 2.0 6.0 1.0 2.0 def: 6.0 9.0 12.0 2.0 hit: 6.0 4.0 1.0 3.0 dodge: 2.0 6.0 1.0 3.0 m.atk: 4.0 6.0 6.0 12.0 m.def: 6.0 4.0 6.0 12.0

2. allocation points: 20 str hp: (80.0) * 0.95 mp: 80.0 atk: (24.0) * 1.04 ap: 4.0 def: 12.0 hit: 12.0 dodge: 4.0 m.atk: 8.0 m.def: 12.0

3. hp from leveling up(including the hp you start with): (90.0) * 0.95

4. (Total) hp: (40.0 + 30.0 + 90.0 + 40.0 +80.0 + 90.0) * 0.95 = 351.5 mp: 40.0 + 60.0 + 80.0 + 120.0 + 80.0 = 380.0 atk: (12.0 + 9.0 + 6.0 + 4.0 + 24.0) * 1.04 = 57.2 ap: 2.0 + 6.0 + 1.0 + 2.0 + 4.0 = 15.0 def: 6.0 + 9.0 + 12.0 + 2.0 + 12.0 = 41.0 hit: 6.0 + 4.0 + 1.0 + 3.0 + 12.0 = 26.0 dodge: 2.0 + 6.0 + 1.0 + 3.0 + 4.0 = 16.0 m.atk: 4.0 + 6.0 + 6.0 + 12.0 + 8.0 = 36.0 m.def: 6.0 + 4.0 + 6.0 + 12.0 + 12.0 = 40.0