Skill lists: Mountskills Poporiminiicon Archerminiicon Berserkerminiicon Brawler Gunner icon small2 Lancerminiicon Mysticminiicon Ninja Priestminiicon Reaperminiicon Slayerminiicon Sorcererminiicon Warriorminiicon
The Lancer: Skills Glyphs Weapons Armour


A male castanic lancer and a male human lancer using Shield Barrage in attempt to stun the enemy.

The lancer specializes in various lancer skills and highly depends on such in terms of combat in order to deal damage from close range and attempt to avoid getting hit by defending and stunning. Most lancer skills can only be used while a lance is equipped.

There are currently 23 lancer skills which can only be learned by the Lancer. While 21 of them can be learned from a Tactics Instructor, Combo Attack (Lancer) and Stand Fast are gained automatically upon character creation.

All of the active skills can be enhanced with a glyph with the total glyph cost up to 55 points, depending on the character's level.

Icon Name Level Glyphs Description
Combo Attack Combo Attack (Lancer) 1 Strike one or more targets in front of you, and gain MP with each hit. Successive strikes do more damage, up to three hits, with the third hit dealing substantially more.
Stand Fast Stand Fast 1 Block frontal attacks with your shield. Damage reduction depends on your equipment. Reduces damage as long as you hold down the skill button. Allies behind you also get damage reduction.
Shield Barrage Shield Barrage 2 Move forward, attacking target with your shield. Repeat the attack up to 2 hits, and the last hit may briefly stun your target.
Spring Attack Spring Attack 4 Leap to your foe and strike a hard blow. You can activate this skill faster if you first use Shield Bash, Shield Barrage, or the third consecutive hit of Combo Attack (Lancer).
Shield Bash Shield Bash 6 Briefly stun one or more foes.
Charging Lunge Charging Lunge 8 Charge a short distance and impale your target. 19m range.
Retaliate Retaliate (Lancer) 12 Leap to your feet while attacking the target. You can only use this skill when knocked down. You become briefly immune to knockdown, stagger, and stuns.
Second Wind
Second Wind (1)

Second Wind VII - Max level Edit

Second wind is an instant, self targeting skill that raises HP by a set amount (modified by healing bonuses,) and restores Resolve.

  • Cast time: Instant
  • MP cost: 360
  • Cooldown: 2 min (1.30

Second Wind, at max level restores a total of 50945 HP and 750 RE.

Glyphs Edit

Energetic Second Wind Edit

  • Point cost: 6

Decrease cooldown by 25%

Ardent Second Wind Edit

  • Point cost: 4

Increase RE regeneration by 20%

14 Recovers HP and generates RE depending on skill level.
Challenging Shout Challenging Shout 18 Draw the attention of enemies within 10m, increasing their aggro towards you. Gain Unwavering for 20 seconds.
You are immune to push-back from monsters, save for certain special attacks.
Onslaught Onslaught 20 Rush your foe and lunge repeatedly. You take only half damage while using this skill, and are more resistant to knockdown and stagger. Activates faster if you first use Shield Bash
Guardian Shout Guardian Shout 22 Creates an aura which increases Endurance by 91% and Power by 30% for you and group members within 40m. Effect ends if you are knocked down.
Shield Counter Shield Counter 26 Gain a chance to shield-thump your foe while using the Stand Fast skill, with a high chance to crit. You take half damage while using the skill, and have a high resistance to knockdown and stagger.
Leash Leash 26 Throw a magical hook and chain that pulls one enemy within 18m towards you and stuns them for 3 seconds. Not effective on huge opponents.
Debilitate Debilitate 28 Briefly weaken the Endurance of your foes by 4%. Effect stacks up to three times.
Also decreases your foe's HP recovery by 30% at any number of stacks.
Wallop Wallop 28 Jump forward and hammer the ground with your shield to inflict damage with a chance of knockdown. Blocks attacks from the front. Activates faster if you first use Charging Lunge, Shield Barrage, Debilitate, Shield Counter, or Spring Attack.
Menacing Wave Menacing Wave 32 Blast a wave that briefly decreases movement speed and attack speed of all targets within 7m by 15%.
Iron Will Iron Will 36 Your iron will absorbs 3,359 damage, consuming 1 MP for every 20 damage absorbed (skill-level dependent). Effect ends when you absorb damage beyond the limit, when you run out of MP, or after 10 sec.
Master's Leash Master's Leash 42 Throw another hook to pull the target nearer. You can use this skill only after using Leash.
Master's Leash Leash: Master's Leash (Passive) 42 You can follow up with the Master's Leash skill after you use Leash.
Lockdown Blow Lockdown Blow 46 Deliver a crippling attack in front of you, briefly decreasing the target's movement speed by 30%.
Infuriate Infuriate (Lancer) 50 Infuriate all monsters within 10m and increases your aggro to the maximum amount.
Pledge of Protection Pledge of Protection 56 Absorb 20% of damage done to other group members within 20m for 12 sec by taking it on yourself and reduce 20% of damage you receive. Your defense determines how much damage you take.
Adrenaline Rush-0 Adrenaline Rush 58 Your attack speed increases by 15% for 20sec: Melee attack skill cooldowns decrease by half, and you gain additional aggro.
Chained Leash Chained Leash 60 Throw a chain around a target within 15m and pull up to 6 enemies within 15m together into a tight group. Chained Leash stuns the target.
Rallying Cry Rallying Cry 61 Your defiant shout draws aggro while you and party members within 10m become immune to knockdown and stagger for 6s. Shares the same cooldown with Guardian Shout.
Hold the Line Hold the Line (Passive) 65 Applies 'Line Held' after a well-timed block.

Triggering Stand Fast at the moment of an attack grants 50 RE and the Line Held effect.

Line Held: Increases aggro by 4%. Increases power by 4, and crit factor by 6. Stacks up to 10 times. Effect ends if you fail to block an attack.