CLASS SWITCHING LEVEL 30 Commando Magic (s) Class: Howl Weapons: All Cost: 60 (FP) Cooldown: 10s Target: Self Duration: 120s Temporary increase to attack power. (Atk+25%) Summary of the class Commando is the most typical of the Warriors. He prefers two-handed weapons to dominate the enemy and focus on hand-to-hand combat, has good capacity to cause damage. It is the main force for the Bellato Union and is the most among the other classes. Miller Magic (s) Class: 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%) Provoke Weapons: All Cost: 60 (FP) Cooldown: 10s Target: Monster Elevate a monster's AP in order to allure it. Summary of the class It's the kind of warrior focused on defensive balance.For example, the Warrior Defender prefer to use sword and shield. Many of his abilities work with a shield. Enlisting the strongest defensive capabilities of Bellato Union, Miller has an important role in the defense of the Union. It forces the monsters attack you, to defend their race. CLASS SWITCHING LEVEL 40 Berserker Magic (s) Class: Double Crash Weapons: All Cost: 90 (FP) 120 (SP) Cooldown: 5s Target: Another Race, Monster Strong spinning attack against one enemy. Laboring Bless Weapons: All Cost: 90 (FP) Cooldown: 60s Target: Another Race, Monster Duration: 30s Snares an enemy, reducing their movement speed. Beast Eye Weapons: All Cost: 90 (FP) Cooldown: 10s Target: Self Duration: 240s Increases Attack and Dodge. (Def+15%, Dodge+15) Acceleration Cost: 90 (FP) Cooldown: 30s Target: Self Temporary increase running speed Shock Blast Cost: 90 (FP) Cooldown: 24s Target: Another Race, Monster Hits the target with a strong Shock Blast Summary of the class The Berserker is more specialized in hand-to-hand combat. They have very strong and fast attacks, which make the opponent target moves slowly. Avoid enemy attacks, and uses powerful combos to destroy them. Armsman Magic (s) Class: Judgement Weapons: Hammer Cost: 90 (FP) Cooldown: 20s Target: Another Race, Monster Creates a shockwave that stuns nearby enemies. Stamina Zero Weapons: All Cost: 90 (FP) Cooldown 40s Target: Another Race Lowers an enemy's max stamina and slows their stamina recovery. Perfect Weapons: All Cost: 90 (FP) Cooldown: 10s Target: Self Duration: 240s Temporary increase aiming ability. (Accuracy+50) Acceleration Cost: 90 (FP) Cooldown: 30s Target: Self Temporary increase running speed Shock Blast Cost: 90 (FP) Cooldown: 24s Target: Another Race, Monster Hits the target with a strong Shock Blast Summary of the class The Armsman are specialized in the use of mace and employ special habilidaes with it. The offensive and defensive balance is arranged evenly. So they can break the stability of the enemy. Shield Miller Magic (s) Class: 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%) Absorb Blood Weapons: All Cost: 90 (FP) Cooldown: 20s Target: Another Race, Monster Damages an enemy and slightly restores the HP of the user. Taunt Weapons: All Cost: 90 (FP) Cooldown: 120s Target: Monster Increases the AP in a certain area and makes them attack the one who cast the spell. Acceleration Cost: 90 (FP) Cooldown: 30s Target: Self Temporary increase running speed Shock Blast Cost: 90 (FP) Cooldown: 24s Target: Another Race, Monster Hits the target with a strong Shock Blast Summary of the class The Shield Miller is always in ferent line of all battles. He specializes in the use of shields and position themselves to defend the army itself. It can absorb HP from opponents. Uses one-handed weapons and shield. In moments of anger, forces all the monsters to attack him, to defend its allies.