Weapons: All Cost: 60 (FP) Cooldown: 10s Target: Self Duration: 120s Temporary increase to attack power.
(Atk+25%)
Miller 1st Skill: Defend
Weapons: All Cost: 60 (FP) Cooldown: 10s Target: Self Duration: 120s Temporary increase to self defense rating. Requires the user to have a shield equipped.
(Def+30%)
Miller 2nd Skill: Provoke
Weapons: All Cost: 60 (FP) Cooldown: 10s Target: Monster Elevate a monster's AP in order to allure it.
Level 40 Class Skill Bonus (2nd promotion)
Berserker 1st Skill: Beast Eye
Weapons: All Cost: 90 (FP) Cooldown: 10s Target: Self Duration: 240s Increases Attack and Dodge.
(Def+15%, Dodge+15)
Berserker 2nd Skill: Double Crash
Weapons: All Cost: 90 (FP) 120 (SP) Cooldown: 5s Target: Another Race, Monster Strong spinning attack against one enemy.
Berserker 3rd Skill: Laboring Bless
Weapons: All Cost: 90 (FP) Cooldown: 60s Target: Another Race, Monster Duration: 30s Snares an enemy, reducing their movement speed.
Armsman 1st Skill: Judgement
Weapons: Hammer Cost: 90 (FP) Cooldown: 20s Target: Another Race, Monster Creates a shockwave that stuns nearby enemies.
Weapons: All Cost: 90 (FP) Cooldown 40s Target: Another Race Lowers an enemy's max stamina and slows their stamina recovery.
Shield Miller 1st Skill: Absorb Blood
Weapons: All Cost: 90 (FP) Cooldown: 20s Target: Another Race, Monster Damages an enemy and slightly restores the HP of the user.
Shield Miller 2nd Skill: Build Defense
Weapons: All Cost: 90 (FP) Cooldown: 10s Target: Self Temporary increase to defense rating and block rate. Requires user to have a shield equipped. (Def+40%)
Shield Miller 2nd Skill: Taunt
Weapons: All Cost: ?? Cooldown: ?? Target: Monster Increases the AP in a certain area and makes them attack the one who cast the spell.