Weapons: All Cost: 60 (FP) Cooldown: 10s Target: Self Duration: 120s Temporary increase to an ally's ranged attack power.
(Atk+25%)
Sniper 1st Skill: Find Trap
Weapons: All Cost: 60 (FP) Cooldown: 10s Searches the immediate area for traps set by enemy players.
Sniper 2nd Skill: Shadow Walker
Weapons: All Cost: 60 (FP) Cooldown: 10s Target: Self Duration: 120s User becomes invisible for a certain amount of time.
Sniper 3rd Skill: Trapping
Weapons: All Cost: 0 (FP) 0 (SP) Target: Another Race Sets a trap on the ground using a trap kit.
Level 40 Class Skill Bonus (2nd promotion)
Hidden Soldier 1st Skill: Eagle Cruiser
Weapons: Firearm Cost: 90 (FP) 120 (SP) Cooldown: 20s Target: Another Race, Monster Fires a series of shots at an enemy.
Hidden Solder 2nd Skill: Quick Attack
Weapons: All Cost: 90 (FP) Cooldown: 10s Target: Self Duration: 240s Reduces all skill reuse timers. (skill reuse timers -3s)
Sentinel 1st Skill: Divine
Weapons: All Cost: 90 (FP) Cooldown: 20s Target: Self Instantly removes all "debuff" spells and negative effects on the user.
Sentinel 2nd Skill: Mental Assault
Weapons: All Cost: 90 (FP) Cooldown: 50s Target: Another Race Duration: ??? Reduces an enemy's maximum FP and causes FP costs to rise.
(4/5 Max FP, FP Costx2)
Sentinel 3rd Skill: Scamper
Weapons: All Cost: 90 (FP) Cooldown: 60s Target: Self Temporary increase of walk / run speed.
Infiltrator 1st Skill: Absorb Blood
Weapons: Throwing Cost: 90 (FP) 120 (SP) Cooldown: 30s Target: Another Race, Monster Massive damage to an enemy by attacking vital organs.
Infiltrator 2nd Skill: Build Defense
Weapons: All Cost: 0 (FP) 0 (SP) Permanent increase to the maximum amount of traps that can be deployed at any one time.