Thursday 5 May 2016

Gunslinger Weapons and Where to Get Them

I worked very hard on this, so please don't flame me.
If you think it's important, please sticky this. If you don't...my feelings will not be hurt.

Rifles

Branch[3] - drops from Cruiser
Cyclone[1] - not attainable (not that i've seen)
Cyclone[2] - drops from Firelock Soldier
Dusk[1] - drops from Dimik

Gatling Guns

Drifter[1] - drops from Venatu
Butcher[0] - drops from Panzer Goblin
Butcher[1] - drops from Gemini-S58

Handguns

Crimson Bolt[1] - buy from dealer
Crimson Bolt[2] - drops from Metaling
Gold Lux - drops from Teddy Bear
Garrison[1] - drops from Goblin Steamrider
Garrison[2] - not attainable (not that i've seen)

Shotguns

Black Rose[1] - buy from dealer
Gate Keeper - drops from Archdam

Grenade Launchers

Destroyer - dropped by Photon Cannon
Destroyer[1] - dropped by Apocalypse
Inferno[1] - make at dealer

Weapon Properties

Rifles

Branch - ATK +50, no special
Cyclone - ATK +75, HIT +10, Critical +10%
Dusk - ATK +150, HIT +10, Critcal +10%

Gatling Guns

Drifter - ATK +50, no special
Butcher - ATK +75, critical +5% on brute enemies

Handguns

Crimson Bolt - ATK +45, HIT -10
Gold Lux - ATK +20, HIT -10
Garrison - ATK +70, HIT -10

Shotguns

Black Rose - ATK +180, splash damage
Gate Keeper - ATK +210, splash damage

Grenade Launchers

Destroyer - ATK +220, breaks armors
Inferno - ATK +280, no special

Monster Locations

Cruiser - xmas_dun02
Firelock Soldier - ama_dun01, 02, 03
Dimik, Archdam - jupe_core
Venatu - juperos_01, 02
Panzer Goblin - prt_fild11
Gemini-S58 - lhz_dun01, 02
Metaling - http://ro.truesource.info/search/mob/1613
Teddy Bear - ein_dun02
Goblin Steamrider - prt_fild11
Photon Cannon - does not exist in game (at least, not that i've seen)
Apocalypse - juperos_02

Bullets

Bullet - ATK +10, no effect
Silver Bullet - ATK +15, holy
Shell of Blood - ATK +30, 5% chance to inflict bleeding on monster
Blind Sphere - ATK +50, 5% chance to inflict blind on monster
Freezing Sphere - ATK +50, water
Poison Sphere - ATK +50, 5% chance to inflict poison on monster
Flare Sphere - ATK +50, fire
Lightning Sphere - ATK +50, wind

Bullet Locations

Bullet - buy at dealer
Silver Bullet - buy at dealer
Shell of Blood - buy at dealer
Blind Sphere - make at dealer (blind sphere pack)
Freezing Sphere - make at dealer (freezing sphere pack)
Poison Sphere - make at dealer (poison sphere pack)
Flare Sphere - make at dealer (flare sphere pack)
Lightning Sphere - make at dealer (lightning sphere pack)

The Smoking Barrel: A Gunslinger Guide

Contents
Change Log
Introduction
Job Change Quest
Skills
Build Guides
Leveling Guide
Future Expansions
Glossary of Terms
References

Change Log
v0.1: Started the guide, with edited versions of my previous build guides.
v0.2: Added more skill descriptions and added an addendum to the Emp-Breaker build.
v0.3: Added second Addendum to Emp-Breaker build; Cleaned up formatting; Revamped Job Quest guide; Refined Levelling guide; Added more calculations for THS v. FB section.
v0.4: Edited the Leveling Guide. Removed number crunch for revision.
Feb 15, 2008: Redone formatting. Revamped Build Guides section. Added Glossary.

Introduction
Quote:
Originally Posted by iROWiki
Einbroch, Schwarzwald's industrial city, is home to the Gunslinger headquarters.

Gunslingers are flashy and confident New Age warriors that rely on a wide array of guns and powerful skills to deal as much damage as possible in a short amount of time to their enemies. Gunslingers are always looking for a chance to show of their talent.

Bored with only target practice in the smoggy Einbroch, gunslingers have decided to take up adventuring, like so many from the Rune-Midgarts Kingdom, in order to live a life of excitement and fame.

Unlike traditional classes, Gunslingers do not have a second class to change to, but instead are allowed 70 job levels. This can make for a range of very unique (hybrid and specialized) skill sets in the Gunslinger tree.
Job Change Quest
For location and item requirement details, refer to iRO Wiki's Gunslinger Job Quest Guide
  1. Apply for training at the Novice Training Grounds.
  2. Talk to all the instructors as well as the Kafra Employee (Ask about Kafra's Storage and Teleport Services).
  3. Progress through the training grounds until you arrive at the Personality Tester (with Job level 10).
  4. Take the personality test and answer randomly; when your recommended job is prescribed to you, reject it.
    1. Choose to become a Acolyte. This will send you to Prontera. Exit the Sanctuary and head into town. Ask around politely for help gathering the necessary quest items. Skip to the appropriate section if you are able to accomplish this.
    2. Alternatively, you can choose to become a Mage, thus ending up in Geffen.
  5. You can collect Shells and Fluffs from the mobs immediately West of Geffen, and Green Plants are easily found to the North of town. Furthermore, you can also buy the Zargons from the tool shop South East of the outer circle.
  6. The tough part is getting the Rainbow Shells if you're doing this on your own. It is however, not impossible. If you had gone through Novice Training Grounds as advised, you should have in excess of 300 Novice Potions. Take all of them and head one map North and one East of Geffen. Then attempt to kill them while spamming those Novice Potions to stay alive. This is made easier if you have pumped DEX so far.
  7. Warp to Prontera and save there. If you have the zeny, buy a Trunk from one of the vendors in town. Otherwise, go kill some easy mobs until you can afford it. In the extremely highly improbable situation where no Trunks are being sold, you'll have to warp to Payon, head East of there and kill Willows until you find one.
  8. Walk to Izlude (one South and one East of Prontera), buy 1 Milk from the Milk Vendor (if you don't already have one), and save.
  9. Take the Airship to Yuno, and then from Yuno (WITHOUT exiting the terminal) to Einbroch. Save in Einbroch.
  10. Head to the Gunslingers guild to start your quest.
  11. Return to Izlude and make your way to Payon (Walk to Prontera first or take the boat to Alberta; the former is the cheaper option).
  12. In Payon, talk to the old man along the outside of the town wall. He'll ask you to gather some items, of which you should already have.
  13. Talk to him twice more to gain his approval.
  14. Now make your way back to Einbroch to finish this horrendous quest and get your job change.
Skills
Basic Skills
  • Single Action:
    Skill Type: Passive
    Requirements: N/A
    Required for: Chain Action (LVL 1); Tracking (LVL 5); Crowd Control Shot (LVL 5)
    Essential Gunslinger skill that enables Gunslingers to fire their weapons more quickly and accurately. Raising this skill`s level will increase accuracy and Attack Speed with all Firearm class weapons.
    LVL 1: +2 HIT, +1% ASPD
    LVL2: +4 HIT, +1% ASPD
    LVL3: +6 HIT, +2% ASPD
    LVL4: +8 HIT, +2% ASPD
    LVL5: +10 HIT, +3% ASPD
    LVL6: +12 HIT, +3% ASPD
    LVL7: +14 HIT, +4% ASPD
    LVL8: +16 HIT, +4% ASPD
    LVL9: +18 HIT, +5% ASPD
    LVL10: +20 HIT, +5% ASPD
    Basic skill to have, though note the last two levels: LVL9 and LVL10 only differ by +2 HIT. In other words, there isn't a real need to sacrifice one skill point to max this skill.

    NB: I may mention maxing this skill later on in this guide, which in all intents and purposes means to have it at Level 9.
  • Snake Eyes
    Skill Type: Passive
    Requirements: N/A
    Required for: Increase Accuracy (LVL 10)
    Increase attack range and accuracy when equipped with any Firearm class Weapon. The following are affected by its bonus: Trigger Happy Shot, Wounding Shot, Full Blast, Spread Shot, Gunslinger Mine. This skill does not affect the range of Tracking.
    LVL1: +1 HIT, +1 Range
    LVL2: +2 HIT, +2 Range
    LVL3: +3 HIT, +3 Range
    LVL4: +4 HIT, +4 Range
    LVL5: +5 HIT, +5 Range
    LVL6: +6 HIT, +6 Range
    LVL7: +7 HIT, +7 Range
    LVL8: +8 HIT, +8 Range
    LVL9: +9 HIT, +9 Range
    LVL10: +10 HIT, +10 Range
    All guns have a weapon range of 9 and in 1024x768 resolution, the maximum number of cells you can target is about 15 cells. Hence, if you're not taking Increase Accuracy, this skill can be kept at level 5 or 6.
Coin Skills
  • Flip Coin
    Skill type: Active, Support
    Requirements: N/A
    Required for: Coin Fling (LVL1), Magic Bullet (LVL1), Cracker (LVL1), Triple Action (LVL1), Bull's Eye (LVL1), Last Stand (LVL1), Gunslinger's Panic (LVL1), Increase Accuracy (LVL1)
    Range: Self
    SP cost: 2
    Catalyst: 1 zeny
    Cast time: Instant
    Skill delay: ASPD
    Duration: 10 minutes
    Consume 1 zeny and 2 sp to flip a coin. If it lands showing heads, the caster will gain 1 coin, but if it shows tails, the caster will lose 1 coin.
    The caster can have a maximum of 10 coins, increasing this skill`s level raises the success rate of flipping a coin that will show heads.
    Gunslinger coins are displayed as glowing orbs around the caster, each coin increases damage for all firearms, or can be used to fuel the coin based attacks of the Gunslinger.

    Each coin provides 3 bonus damage that ignores FLEE and DEF. Although the maximum number of coins is unaffected by skill level, the chance of getting all out with Level 1 is pretty slim. Get level 5 of this skill or don’t get it at all.

    NB: For low AGI characters, unequip your gun and spam this skill while unarmed. High AGI characters don't need to do this, but it's still generally MUCH faster doing this unarmed.
  • Coin Fling
    Skill type: Offensive, Ranged
    Requirements: Coin Flip (LVL1)
    Required for: N/A
    Range: Weapon Range
    SP cost: 10
    Ammunition/Coins Used: 1-5 Coins
    Cast Time: Instant
    Skill delay: ASPD
    Duration: 30 seconds
    Spend all the Gunslinger`s coins and 10 SP to reduce the enemy`s defense and cause damage. The maximum coins that can be thrown with one use of Coin Fling is 5, so if more than 5 coins are gathered 2 shots of this skill is possible without gathering more coins.

    Each Coin reduces target's DEF by 3, but apparently two casts on a single target does not stack, i.e. max DEF reduction is 15. Not a very fantastic skill overall, due to the short duration and range. I tend to skip this or place extra points here late game.
  • Increase Accuracy
    Skill type: Active, Support
    Requirements: Snake Eyes (LVL10), Coin Flip (LVL2)
    Required for: N/A
    Range: Self
    SP cost: 30
    Ammunition/Coins Used: 4 Coins
    Cast Time: Instant
    Skill delay: ASPD
    Duration: 60 seconds
    Consume 4 coins and 30 SP. to add +20 Accuracy, +4 DEX, and +4 AGI for 1 minute.

    Base your breakpoints on this skill only for specialised occasions, i.e. MVP, PVP or WoE. The extremely short duration of this skill makes it not viable for use during regular levelling.
  • Last Stand
    Skill type: Active, Support
    Requirements: Gattling Fever (LVL10), Coin Flip (LVL4)
    Required for: N/A
    Range: Self
    SP cost: 10
    Ammunition/Coins Used: 4 Coins
    Cast Time: 3 seconds
    Skill delay: ASPD
    Duration: 15 seconds
    +100 ATK and +20% ASPD with any Firearm Class Weapon.
    Last Stand has a 15 second duration, and cannot be used with Gunslinger`s Panic, but will stack ASPD with Gatling Fever.

    The bonuses from this skill is great and applies to all guns, despite its requirements. The 3 second cast time can be reduced to 0.6 seconds at 120 DEX, so that's not really an issue. The 15 second duration works as a double-edged sword: on one hand you're only immobilised for a relatively short period of time, on the other the bonuses only last so long.

    Two things to keep in mind:
    1) Timing is everything.
    2) Don't make it your Last Stand.
  • Gunslinger's Panic
    Skill type: Active, Support
    Requirements: Disarm (LVL5), Coin Flip (LVL4)
    Required for: N/A
    Range: Self
    SP cost: 15
    Ammunition/Coins Used: 2 Coins
    Cast Time: 1 seconds
    Skill delay: ASPD
    Duration: 20 seconds
    Consume 2 coins and 15 SP to activate the Gunslinger`s Panic status in which caster has +30 Flee Rate and receives 20% less damage from long range physical attacks, but has -30 Accuracy.
    This skill has a 20 second duration, and cannot be used together with the Last Stand skill.

    This is mainly used to either to run from a fight or into one. The ranged damage reduction can be stacked with Thara, Horn, and/or Noxious cards, but only reduces for ranged physical attacks. Not overly useful in WoE, but will be rather useful in PVP and PVM situations.
  • Bull's Eye
    Skill type: Offensive, Ranged
    Requirements: Tracking (LVL10), Coin Flip (LVL5)
    Required for: N/A
    Range: Weapon Range
    SP cost: 10
    Ammunition/Coins Used: 1 Bullet; 1 Coin
    Cast Time: 0.5 seconds
    Skill delay: ASPD
    Duration: N/A
    Consume 1 coin and 30 SP to inflict 500% damage to Demi-human and Brute class monsters. Bull`s Eye has a 0.1% chance to inflict the Coma effect on all enemies except Boss monsters.
    Usable by all Firearm class weapons.

    Not a great move for PVM, but AGI-types will find this a useful skill against players. Hit-and-run, lure careless people into Desperado range or support allies with this skill. The damage modifier may be very weak compared to Rapid Shower, but people will start to pay attention when they start getting hit by random Coma status.
  • Triple Action
    Skill type: Offensive, Ranged
    Requirements: Chain Action (LVL10), Coin Flip (LVL1)
    Required for: N/A
    Range: Weapon Range
    SP cost: 10
    Ammunition/Coins Used: 1 Bullet; 1 Coin
    Cast Time: Instant
    Skill Delay: ASPD
    Duration: N/A
    Spend 1 coin, 20 SP and 1 bullet to shoot an enemy 3 times in one attack.
    Usable with all Firearms.

    By virtue of the requirements alone, this skill seems geared towards AGI-type ‘Slingers, though that is not always the case. This is really a cheap way of dealing 300% damage with any gun and any ammunition type - including Elemental Grenade Spheres. With a Grenade Launcher and the appropriate element Sphere, this skill makes for a more SP-efficient levelling too than Rapid Shower or Full Buster.
  • Magical Bullet
    Skill type: Offensive, Ranged
    Requirements: Coin Flip (LVL1)
    Required for: N/A
    Range: Weapon Range
    SP cost: 7
    Ammunition/Coins Used: 1 Coin
    Cast Time: Instant
    Skill Delay: ASPD
    Duration: N/A
    Consume 1 coin and 7 SP to fire a Ghost Bullet that does not use any bullets, inflicting an amount of Ghost property damage equal to the Gunslinger`s ATK + MATK.

    A rather under-powered skill despite its potential uses against Ghost-element targets. However, using Rapid Shower, Full Buster or Desperado with Silver Bullets, Aspersio or Endows will still get you much better damage output. And unlike Triple Action, the lack of easy Ghost-element creatures makes this skill extremely situational - though even then, it’s out-performed.
  • Cracker
    Skill Type: Offensive, Ranged
    Requirements: Coin Flip (LVL1)
    Required for: N/A
    Range: Weapon Range
    SP cost: 10
    Ammunition/Coins Used: 1 Bullet, 1 Coin
    Cast Time: Instant
    Skill Delay: ASPD
    Duration: (3~4 seconds)
    Consume 1 coin and 10 SP to fire a bullet that can possibly cause the stun status due to the surprisingly loud *BANG*.
    The nearer the target is to the Gunslinger, the greater the chance of inflicting the Stun status.

    Better suited for AGI-based builds since you’ll be able to spam this quickly enough to get the Stun in, but there’s been no conclusive evidence of the Stun rate as of yet. On the other hand, by the time you’re close enough for the maximum Stun chance, you’re better off using Desperado instead.
Handgun Skills
  • Chain Action
    Skill Type: Passive
    Requirements: Single Action (LVL1)
    Required for: Rapid Shower (LVL3), Triple Action (LVL10)
    Range: Self
    SP cost: N/A
    Ammunition/Coins Used: N/A
    Cast Time: N/A
    Skill Delay: N/A
    Duration: N/A
    Enables the chance of firing two shots in a single attack while fighting enemies when equipped with a Handgun Class Weapon.
    Raising this skill`s level increases the chance of firing these double shots by 5% per level of the skill.
    LVL1: 5%
    LVL2: 10%
    LVL3: 15%
    LVL4: 20%
    LVL5: 25%
    LVL6: 30%
    LVL7: 35%
    LVL8: 40%
    LVL9: 45%
    LVL10: 50%
    Only really useful if you decide to frequently use Handguns for normal attacks. Otherwise, this is just part of the prerequisites of other skills.
  • Rapid Shower
    Skill Type: Offensive, Ranged
    Requirements: Chain Action (LVL3)
    Required for: Desperado (LVL5), Gattling Fever (LVL7)
    Range: Weapon Range + Snake Eyes bonus
    SP cost: 20 + Skill LVL*2
    Ammunition/Coins Used: 5 Bullets
    Cast Time: Instant
    Skill Delay: 0.5 seconds
    Duration: N/A
    Consume 5 bullets to perform a rapid 5-shot attack against a single target.
    Requires a Handgun Class Weapon.
    LVL1: 550% ATK, 22 SP
    LVL2: 600% ATK, 24 SP
    LVL3: 650% ATK, 26 SP
    LVL4: 700% ATK, 28 SP
    LVL5: 750% ATK, 30 SP
    LVL6: 800% ATK, 32 SP
    LVL7: 850% ATK, 34 SP
    LVL8: 900% ATK, 36 SP
    LVL9: 950% ATK, 38 SP
    LVL10: 1000% ATK, 40 SP
    Short skill delay for a good damage modifier makes this one of the “core” skills of the Gunslinger. If you’re not going down the Shotgun tree, this skill is worth every point.
  • Desperado
    Skill Type: Offensive, Melee
    Requirements: Rapid Shower (LVL5)
    Required for: Gattling Fever (LVL5)
    Range: Self, 7x7 Area
    SP cost: 30 + Skill LVL*2
    Ammunition/Coins Used: 10 Bullets
    Cast Time: Instant
    Skill Delay: 1 second
    Duration: N/A
    Consume 10 bullets to perform a haphazard attack that may damage enemies within a 7 cell radius around the Gunslinger.
    Each cast has a maximum of 10 strikes, an individual target in that radius may be struck by multiple bullets depending upon random chance.
    Requires a Handgun Class Weapon.
    LVL1: 100% ATK per hit, 32 SP
    LVL2: 150% ATK per hit, 34 SP
    LVL3: 200% ATK per hit, 36 SP
    LVL4: 250% ATK per hit, 38 SP
    LVL5: 300% ATK per hit, 40 SP
    LVL6: 350% ATK per hit, 42 SP
    LVL7: 400% ATK per hit, 44 SP
    LVL8: 450% ATK per hit, 46 SP
    LVL9: 500% ATK per hit, 48 SP
    LVL10: 550% ATK per hit, 50 SP
    Hands down the most damaging skill in the Gunslinger’s arsenal. The fact that its also a melee skill - thus bypassing Pneuma, Crusader’s Defender, Alligator card, etc - makes this a must-have for any ‘Slinger out there.
Gattling Gun Skill
  • Gattling Fever
    Skill Type: Support
    Requirements: Rapid Shower (LVL7), Desperado (LVL5)
    Required for: Last Stand (LVL10)
    Range: Self
    SP cost: 28 + Skill LVL*2
    Ammunition/Coins Used: N/A
    Cast Time: Instant
    Skill Delay: N/A
    Duration: 15 + Skill LVL*15 seconds
    Temporarily increase Attack Speed and damage at the cost of reducing Flee Rate and Movement Speed.
    Gatling Fever status is canceled when this skill is casted again.
    Requires Gatling Gun Class Weapon.
    LVL1: ATK +30, ASPD +2%, FLEE -5, Duration 30s, 30 SP
    LVL2: ATK +40, ASPD +4%, FLEE -10, Duration 45s, 32 SP
    LVL3: ATK +50, ASPD +6%, FLEE -15, Duration 60s, 34 SP
    LVL4: ATK +60, ASPD +8%, FLEE -20, Duration 75s, 36 SP
    LVL5: ATK +70, ASPD +10%, FLEE -25, Duration 90s, 38 SP
    LVL6: ATK +80, ASPD +12%, FLEE -30, Duration 105s, 40 SP
    LVL7: ATK +90, ASPD +14%, FLEE -35, Duration 120, 42 SP
    LVL8: ATK +100, ASPD +16%, FLEE -40, Duration 135s, 44 SP
    LVL9: ATK +110, ASPD +18%, FLEE -45, Duration 150s, 46 SP
    LVL10: ATK +120, ASPD +20%, FLEE -50, Duration 165s, 48 SP
    More often than not this isn’t one of the best solo leveling skills around: the massive lost of FLEE and walk speed makes you a sitting duck. Partying with this skill will certainly require you to switch in and out of the skill as a Bard or Dancer would with their songs/dances. Once you and your party get over the learning curve, things will work out fine.

    TIP: An alternative method to getting out of this skill is to equip a weapon that’s not a Gattling Gun.
Rifle Skills
  • Tracking
    Skill Type: Offensive, Ranged
    Requirements: Single Action (LVL5)
    Required for: Wounding Shot (LVL5), Disarm (LVL7), Bull's Eye (LVL10)
    Range: Weapon Range
    SP cost: 10 + Skill LVL*5
    Ammunition/Coins Used: 1 Bullet
    Cast Time: 1 + Skill LVL*0.2 seconds
    Skill Delay: N/A
    Duration: N/A
    Carefully aim at a target to inflict devastating damage. Raising this skill`s level increases the fixed Cast Time and damage.
    Cast Time is not affected by DEX or other skills.
    Handgun or Rifle Class weapon required to use Tracking.
    LVL1: 300% ATK, Cast Time 1.2s, 15 SP
    LVL2: 400% ATK, Cast Time 1.4s, 20 SP
    LVL3: 500% ATK, Cast Time 1.6s, 25 SP
    LVL4: 600% ATK, Cast Time 1.8s, 30 SP
    LVL5: 700% ATK, Cast Time 2.0s,, 35 SP
    LVL6: 800% ATK, Cast Time 2.2s, 40 SP
    LVL7: 900% ATK, Cast Time 2.4s, 45 SP
    LVL8: 1000% ATK, Cast Time 2.6s, 50 SP
    LVL9: 1100% ATK, Cast Time 2.8s, 55 SP
    LVL10: 1200% ATK, Cast Time 3.0s, 60 SP
    In terms of damage-per-shot, this skill is actually comparable to Full Blast. However, the crux is that the cast time of Tracking can’t even be modified by Magic Strings, in which case it would sorely lose out in terms of damage-per-second.
    Further experimentation of this skill is needed, though you’ll need it as a prerequisite for other skills.
  • Disarm
    Skill Type: Offensive, Ranged
    Requirements: Tracking (LVL7)
    Required for: Gunslinger Panic (LVL5)
    Range: Weapon Range
    SP cost: 10 + Skill LVL*5
    Ammunition/Coins Used: 1 Bullet
    Cast Time: Instant
    Skill Delay: N/A
    Duration: 30 seconds
    Shoot an enemy`s appendages to render it incapable of attacking. This skill`s success rate increases as its level is raised.
    When used on monsters, this skill will reduce ATK by 25%, but has no effect on Boss monsters.
    Disarm has a range of 7 cells, and requires a Handgun or Rifle Class Weapon.
    LVL1: 3% Success Rate, 15 SP
    LVL2: 6% Success Rate, 20 SP
    LVL3: 9% Success Rate, 25 SP
    LVL4: 12% Success Rate, 30 SP
    LVL5: 15% Success Rate, 35 SP
    While Rogue’s Divest Weapon’s success rate relies on the caster’s DEX, there’s been lots of speculation as to what governs the success rate of Disarm.
  • Wounding Shot
    Skill Type: Offensive, Ranged
    Requirements: Tracking (LVL5)
    Required for: N/A
    Range: Weapon Range + Snake Eyes bonus
    SP cost: 10 + Skill LVL
    Ammunition/Coins Used: 1 Bullet
    Cast Time: 1.5 seconds
    Skill Delay: N/A
    Duration: 120 seconds
    Inflict Defense-piercing damage that has the chance of causing the Bleeding effect on its target.
    Requires a Handgun or Rifle Class Weapon.
    LVL 1: 120% ATK, 3% Bleed Chance, 11 SP
    LVL2: 140% ATK, 6% Bleed Chance, 12 SP
    LVL3: 160% ATK, 9% Bleed Chance, 13 SP
    LVL4: 180% ATK, 12% Bleed Chance, 14 SP
    LVL5: 200% ATK, 15% Bleed Chance, 15 SP
    Two things I like about this skill: it bypasses DEF and it causes Bleeding. High VIT only reduces the occurrence and absolutely nothing short of Battle Chant can remove this potentially fatal status - yes, not even death removes it.
    This is not an all-out killing skill and should not be viewed as such. Rather, this can be used in WoE to tag people with statuses, e.g. Wounding Shot with a Double Cursing Garrison loaded with Blood Shells.
Shotgun Skills
  • Crowd Control Shot
    Skill Type: Offensive, Melee
    Requirements: Single Action (LVL5)
    Required for: Full Blast (LVL3)
    Range: 3
    SP cost: Skill LVL*3
    Ammunition/Coins Used: 1 Bullet
    Cast Time: 1 second
    Skill Delay: 1 second
    Duration: N/A
    Fire a close range shot that will push an enemy 5 cells backward.
    Requires a Shotgun Class Weapon.
    LVL1: 150% ATK, 3 SP
    LVL2: 200% ATK, 6 SP
    LVL3: 250% ATK, 9 SP
    LVL4: 300% ATK, 12 SP
    LVL5: 350% ATK, 15 SP
    LVL6: 400% ATK, 18 SP
    LVL7: 450% ATK, 21 SP
    LVL8: 500% ATK, 24 SP
    LVL9: 550% ATK, 27 SP
    LVL10: 600% ATK, 30 SP
    In situations where you’re unable to use Desperado instead or need to punt something, this is the skill to use. However, there really isn’t a point in distributing anymore points here outside of the prerequisite levels.
  • Full Blast
    Skill Type: Offensive, Ranged
    Requirements: Crowd Control Shot (LVL3)
    Required for: Spread Shot (LVL5), Gunslinger Mine (LVL5)
    Range: Weapon Range + Snake Eyes bonus
    SP cost: 15 + Skill LVL*5
    Ammunition/Coins Used: See below
    Cast Time: 0.5 seconds
    Skill Delay: 1 + Skill LVL*0.2 seconds
    Duration: 10 second (Blind)
    Inflict devastating damage to an enemy by firing multiple bullets at once into a single target. This skill has a small chance of causing the Blind status to the caster, higher chance depending upon skill level used.
    Requires a Shotgun Class Weapon.
    LVL1: 400% ATK, 2 Bullets, 2% Blind Chance, 1.2s Delay, 20 SP
    LVL2: 500% ATK, 2 Bullets, 4% Blind Chance, 1.4s Delay, 25 SP
    LVL3: 600% ATK, 4 Bullets, 6% Blind Chance, 1.6s Delay, 30 SP
    LVL4: 700% ATK, 4 Bullets, 8% Blind Chance, 1.8s Delay, 35 SP
    LVL5: 800% ATK, 6 Bullets, 10% Blind Chance, 2.0s Delay, 40 SP
    LVL6: 900% ATK, 6 Bullets, 12% Blind Chance, 2.2s Delay, 45 SP
    LVL7: 1000% ATK, 8 Bullets, 14% Blind Chance, 2.4s Delay, 50 SP
    LVL8: 1100% ATK, 8 Bullets, 16% Blind Chance, 2.6s Delay, 55 SP
    LVL9: 1200% ATK, 10 Bullets, 18% Blind Chance, 2.8s Delay, 60 SP
    LVL10: 1300% ATK, 10 Bullets, 20% Blind Chance, 3.0s Delay, 65 SP
    Probably the second highest DPS skill in the Gunslinger Skill Tree when under the effect of a Bard’s Magical Strings. When using this skill as a means of leveling, it’s essential to use the appropriate skill level to conserve SP.
    Tip: If more than one shot is needed to fell an enemy, use the lower-level shot first for the shorter skill delay.
  • Spread Shot
    Skill Type: Offensive, Ranged, Area of Effect
    Requirements: Full Blast (LVL5)
    Required for: Gunslinger Mine (LVL7)
    Range: Weapon Range + Snake Eyes bonus
    SP cost: 10 + Skill LVL*5
    Ammunition/Coins Used: 5 Bullets
    Cast Time: N/A
    Skill Delay: N/A
    Duration: N/A
    Consume 5 bullets to spread damage over a large area.
    Requires a Shotgun Class Weapon.
    LVL1: 100% ATK, 3x3 Area of Effect, 15 SP
    LVL2: 120% ATK, 3x3 Area of Effect, 20 SP
    LVL3: 140% ATK, 3x3 Area of Effect, 25 SP
    LVL4: 160% ATK, 5x5 Area of Effect, 30 SP
    LVL5: 180% ATK, 5x5 Area of Effect, 35 SP
    LVL6: 200% ATK, 5x5 Area of Effect, 40 SP
    LVL7: 220% ATK, 7x7 Area of Effect, 45 SP
    LVL8: 240% ATK, 7x7 Area of Effect, 50 SP
    LVL9: 260% ATK, 7x7 Area of Effect, 55 SP
    LVL10: 280% ATK, 9x9 Area of Effect, 60SP
    If you’re starting out on an DEX/INT build, this makes for a safer, cheaper alternative to Desperado.
Grenade Launcher Skill
  • Gunslinger Mine
    Skill Type: Offensive, Ranged, Area of Effect
    Requirements: Full Blast (LVL5), Spread Shot (LVL7)
    Required for: N/A
    Range: Weapon Range + Snake Eyes bonus
    SP cost: Skill LVL*4
    Ammunition/Coins Used: 1 Sphere
    Cast Time: 2 seconds
    Skill Delay: N/A
    Duration: Skill LVL*3 sec or until triggered
    Plant Bullet Spheres into the ground that will explode upon enemy approach. The explosion`s effect varies according to the type of bullet planted.
    Spheres can be stacked on top of other spheres or under targets, unlike standard traps.
    Requires a Grenade Launcher Class Weapon.
    LVL1: +50 ATK, 3s Duration, 4 SP
    LVL2: +100 ATK, 6s Duration, 8 SP
    LVL3: +150 ATK, 9s Duration, 12 SP
    LVL4: +200 ATK, 12s Duration, 16 SP
    LVL5: +250 ATK, 15s Duration, 20 SP
    LVL6: +300 ATK, 18s Duration, 24 SP
    LVL7: +350 ATK, 21s Duration, 28 SP
    LVL8: +400 ATK, 24s Duration, 32 SP
    LVL9: +450 ATK, 27s Duration, 36 SP
    LVL10: +500 ATK, 30s Duration, 40 SP

    Blind Sphere: Blind Status
    Poison Sphere: Poison Status
    Fire Sphere: Knockback 5 cells
    Freezing Sphere: Freeze Status
    Wind Sphere: Stun Status
Build Guides
One of the greatest features of Ragnarok Online is the ability to customise a character build to suit a variety of play styles. The design of all available job classes allow for at least two types of builds and is left to the players to explore their imagination and devise a character that suits their preference.

This section will give some example character builds, including a brief description, followed by stat and skill builds and equipment. Do take note that I don’t claim any of these examples are the perfect builds; I can only be bothered to spend a handful of minutes on Doddler’s translated stat calculator.

Basics: Stats
STR - A set of high-end equipment will take up around 500~600 wt, and this excludes food items, bullets, spare gear and most importantly, potions. Without a good amount of carrying capacity, you’ll find yourself rather disadvantaged in many situations. Further, STR increases ATK, along with DEX.
DEX - No matter your build, DEX will be the most important stat. Not only does it increase your damage, but AGI builds also benefit from the ASPD boost it provides.
AGI - The key stat for FLEE and ASPD. Most Gunslinger skills are not reliant on ASPD and FLEE is reduced by 10 points for each creature attacking you at the same time in a mob. Simply, raise this stat or leave it out entirely.
INT - The Gunslinger’s MaxSP modifier isn’t too great for a class that enjoys a good deal of powerful skills. While AGI builds tend to neglect this, skill-based ‘Slingers can’t help crying for more. It may seem to be a good idea to raise this stat for the bigger SP-pool, but you’re really better off relying on Professors and SP-recovery items to fuel your skills. That is, if you don’t plan on making a build that heavily utilises Magical Bullet.
VIT - The rule of thumb for VIT: 10~20 for pure PVM builds, 40~50 for builds that intend to take on MVPs and a minimum of 50 for PVP/WoE builds.
LUK - All Rifles have CRIT bonuses to varying degrees, so a CRIT build will find this stat rather useful to raise. But otherwise, there isn’t a real point in gaining this stat.
MvP Build
MVP builds are all about damage. The most basic method of achieving this on a Gunslinger would be to get as much DEX as possible and hand out damage in the truckload.

The 90 Vit in this build is meant to get the maximum DEX bonus from the Dame of Sentinel card. An alternative is to replace the Ulle’s Cap with a Ramen Hat, in which case the build can have more INT to cover for the loss of the 20% SP-cost reduction from Ulle’s Cap.

Full Buster and Desperado are pretty much what you’ll be using all the time, though MVP-ing with Full Buster would require Magical Strings to have any chance of winning the MVP.

Stats:
STR: 7 (base)
DEX: 99 (base) / 150 (total)
VIT: 90 (base)
AGI: 9 (base)
INT: 30 (base) / 42 (total)
LUK: 1 (base)
Skills:
Skill tree using Himeyasha’s Skill Planner

Equipment:
Upper head: Wise Ulle’s Cap
Mid head: Dark Blinker
Lower head: Gangster’s Mask
Body: Odin’s Blessing of Dexterity Switching
Garment: Vali’s Manteau
Shoes: Vidar’s Boots
Accessories: Nimble Glove | Nimble Glove
Weapons: Double Bloody Garrison | Bloody Black Rose
Shield: none
WoE/PVP Build
Unlike MVP builds, WoE builds generally require some degree of defence to back up your offence. Your SP pool can be neglected since you’ll be relying on items, inns or friendly Professors to restore you SP.

With Gym Passes, your maximum carry weight would reach 6300. After including equipment and bullets, you will have around 4600 wt. for potions and food.

Stats:[indent]STR: 50 (base)
DEX: 99 (base) / 130 (total w/o food)
VIT: 80 (base)
AGI: 9 (base)
INT: 3 (base)
LUK: 1 (base)[/list]Skills:
Skill tree using Himeyasha’s Skill Planner

Equipment:
Upper head: Feather Beret
Mid head: Dark Blinker
Lower head: Gangster Mask
Body: Deadly Odin’s Blessing
Garment: Vali’s Manteau
Shoes: Vidar’s Boots
Accessories: Nimble Glove | Nimble Glove
Weapons: Double Bloody Garrison | Bloody Black Rose
Shield: Cranial Valkyria Shield
Gattling Gun Build
Being one only non-transcendent job that can reach 190 ASPD without the aid of God Items, Impressive Riff or Gospel, the AGI-types devote their skills and build to hit faster than an AGI/DEX Sniper.

Ironically, besides their blazing fast attacks, these ‘Slingers have little to no mobility whatsoever as their two key skills - Gattling Fever and Last Stand - reduce or disable walking speed, respectively, and the former even reduces FLEE by a considerable amount. As such, FLEE is rather moot.

The skill tree below really is to just prove a point: even as an AGI-orientated build, you can still use two of the most damaging skills in the Gunslinger’s repertoire! You won’t have as great an SP-pool, but there’s always the option to fall back on your ASPD.

Stats:
STR: 28 (base)
DEX: 99 (base) / 132 (total)
VIT: 30 (base)
AGI: 85 (base) / 111 (total)
INT: 1
LUK: 1
Skills:
Skill tree using Himeyasha’s Skill Planner

Equipment:
Upper head: Insomniac Ulle’s Cap
Mid head: none
Lower head: none
Body: Pantie
Garment: Undershirt
Shoes: Fricco’s Shoes
Accessories: Nimble Glove / Nimble Glove
Weapon: Butcher
Shield: none
Sniper (Crit) Build
Critical attack-based builds are arguably one of the coolest builds around, possibly because they are usually the hardest builds to get right. Like Assassins, you have the choice between natural-Crit (relying on your LUK for Crits) or equipment-Crit (relying on your weapon and appropriate cards to boos your Critical hit chance).

Considering that an equipment-Crit build is just an AGI build wielding the correct weapon, I’ll try and devise a natural-Crit build here. This setup grants 54 CRIT at around 180 ASPD with Last Stand, and as a bonus auto-casts a level 5 Tracking (700% ATK).

Besides Last Stand and Single Action 9, this build really can go any which way, even take up Desperado and Full Buster if you so please.

Stats:
STR: 21 (base)
DEX: 90 (base)
VIT: 20 (base)
AGI: 80 (base) / 106 (total)
INT: 1
LUK: 53 (base) / 80 (total)
Skills:
Skill tree using Himeyasha’s Skill Planner

Equipment:
Upper head: Insomniac Ulle’s Cap
Mid head: none
Lower head: none
Body: Pantie
Garment: Undershirt
Shoes: Fricco’s Shoes
Accessories: Morrigane’s Belt / Morrigane’s Belt
Weapon: Long Barrel
Shield: none
Levelling
Level 1+: No matter how experienced you are, the Novice Training Ground is always one of the best spots to get your first few levels on any character.

Level 10+: Metalings north of Lighthalzen. And yes, Metalings will kill you in one or two hits. So hit AND run. This place is good till level 50 or so and is a good chance to gather up Rusty Screws.

From here it’ll be about character builds and play-style. I’ll separate these into four categories: AGI builds, DEX builds, DEX/VIT builds, and item hunting.

AGI builds:
AGI builds encompass builds that focus on AGI for ASPD.

Level 50+: Geographers are always an easy source of exp, but do note that they require 144 HIT for 100% hit rate.
Level 50+: Alternatively, you could go to Louyang for Mi Gaos/Increase Soils. Their slow walk speed and long hit recovery allows you to effectively hit-lock them with about 160 ASPD. The Mantises are a nuisance, but they’re rather weak and do drop a very good card.
Level 70+: From here you can move on to Clock Tower level 2 or 3, aiming for Clocks and Alarms.

Parties: Your ideal party-mate would be a VIT or AGI tank, although having another ranged AGI-type character also works. Priests are generally welcome, especially if you’re looking for Gloria, among other buffs.
(WIP)

DEX builds:
DEX builds include builds that focuses solely on their DEX early on, relying on skills to take down enemies from afar. Sp is always scarce, so gear up with sp-recovery boosting gears and make an alternate character to farm Strawberries off Wolves or Yoyos.

Level 50+: Hill Winds near Lighthalzen give great exp and good common loot. Watch out for their walk speed and range.
Level 65+: Once you hit 91+ DEX, you can head to the towers around Glast Heim Castle. You’ll need Silver Bullets, but the Dark Frames here can be kill with one level 10 Full Buster with merely 91 total DEX. Avoid Ridewords and adjust your Full Buster level for the much weaker Marionettes if you intend on killing them.
Level 65+: Stings also give decent exp and are best dealt with Triple Action while equipped with a Shotgun or Grenade Launcher and Flare Spheres.

Parties: Having a Priest with Lex Aeterna allows you to kill more things faster, much more so with the sp-hungry Full Buster. But just as well a party-mate is a Professor with Soul Exhale and Indulge: gone will be the days of waiting for sp regen! When joining large parties, it will be wise to bring a stock of sp recovery items as you’ll likely run dry quickly, while forcing the party to stop every 10 seconds can be taxing on everybody’s patience.
(WIP)

DEX/VIT builds:
Namely the Desperados who balance out DEX and VIT early on. These mainly look mob creatures and follow up with the Gunslinger’s most defining skill. A general rule for these builds is to bring hp recovery items, regardless of the presence of a Priest/High Priest.

Level 20+: The first and easiest mob-able creature are wolves. With a decent VIT and armour DEF, you can comfortably level here for a long time.
Level 50+: Orc Dungeon 2 would have been the first place to come to mind. However this place only ever works in servers that doesn’t have this place crawling with AFKhemists. Otherwise, mobbing here is easy: drop random loot near Zenorcs to draw them in and flash a Desperado.
Level 50+: For the 9.9 out of 10 servers out there that has Orc Dungeon 2 jammed, you can find greener pastures right outside. Orc Ladies give pretty decent drops and happen to be Demi-humans.
Level 70+: Minorouses and Pasanas in the lower levels of Sphinx mob fairly well. The Mimics are a pain, but just as well there aren’t too many of them.
Level 70+: On the other hand, the lowest level of Geffen Tower is also a place with nice mobs. Watch out for Jupiter Thunders, Curse Attacks and RO’s infamous perma-swordsman, Doppelganger.
Level 75+: The top floor of the Pyramid has a good deal of creatures weak against Silver Bullets. Drops in the area are also fairly decent, including Cracked Diamonds, Circlet [1], Gloves, and Martyr Card. Watch out for Osiris: he’s dead but he’s very fast.
Level 80+: Niffleheim 1 works nicely around this level. I wouldn’t suggest mobbing too many Dullahans, though.

Parties: Priest’s Kyrie Eleison and High Priest’s Assumptio help a great deal, while their Heals are a nice bonus. Equally welcome are Devotion Crusaders/Paladins. Otherwise, getting a tank better than yourself makes mobbing much easier.

Item Hunting:
There are a great deal of items, common or otherwise, to gather in the world of Ragnarok Online. To some, item-gathering expeditions are a great way of escaping the monotonous grind for levels. This sub-section will list some nice places to hunt for items for Gunslinger Weapon Quests.

Rusty Screw: The easiest source around are Metalings. But if you can manage it, Venatus in Juperos Dungeon are a better source.
Used Iron Plate: Removers in Biolabs 1 are by far the best source. You’ll need to go through the Biolabs quest or somehow obtain a Lab Permit.
Coal: Where else? The Coal Mines, of course. Skeleton Workers drop them fairly regularly, and their card is worth a great deal.
Steel: Get these from the Pitmen in Einbech Mine or Goblin Steamriders near the Orc Dungeon.
Elunium: Zombie Prisoners in Glast Heim Prison, Raydrics in Glast Heim Chivalry or Clocks in Clock Tower Floor 2.
Oridecon: My favourite place to gather these is still from Nightmares under Geffen Tower. You never know when you can strike it big with a random Infiltrator drop.
Burning Heart: Magma Dungeon used to be the only place to gather these, but now we have Magmarings outside of Thor’s Dungeon for a much easier source. The drop chance isn’t as good and there aren’t many of them (10 in the map), but if you’re looking to make Flare Spheres and the Inferno early on, they’ll be a more reliable creature to farm for the item.

Garrison [1]: I wouldn’t bother gathering the materials to make one since it’s usually better to farm Goblin Steamriders for it, while using the Steel and Coal you collect to add the second slot.

Notable Future Expansions
Episode 11.3 (iRO: Q1 2008)
Western Outlaw [2]
Class: Revolver
ATK: 68
Weapon Level 3
Required Level: 70
Your AGI stat increases both your HIT and Attack Speed.

Presumably (using information on roratorio/Doddler’s stat calc) you gain 1 HIT and 1% bonus ASPD for every 5 base AGI. In which case this handgun will give just about the same bonus as Gattling Fever 10 with 85 base AGI (17% bonus vs 20% bonus of Gattling Fever) without the loss of FLEE and walk speed.

Non-AGI builds will also find this gun interesting as it has a better damage output than a Garrison when upgraded.
Lever Action Rifle [2]
Class: Rifle
ATK: 138
Weapon Level 3
Required Level: 70
Hit + 20, Critical + 50, Attack Speed - 5%

+50 Crit!

But really, your ASPD is going to suffer from the ASPD reduction. I suppose having an Impressive Riff bard around can really churn things up. Probably the best Rifle for Rifle skills, otherwise I’d get it for its Crits and not much more.

Episode 12.1 (iRO Q2 2008)
Drosera Card (Weapon) (Crane/- prefix)
CRIT + 15 with long ranged attacks.

My first instinct when I saw this was a Double Crane Lever Action Rifle. That alone beats an Assassin with a Triple Critical Jur and double Rosaries of Counter. Seriously, practicality comes later.

Vanberk Card (Headgear) (Shrewd/- prefix)
STR + 2
When attacking there is a small chance that for 5 seconds you'll gain CRIT + 100.

More Crit loving. The STR bonus isn’t really the issue (though strangely Gunslingers still get +4 STR from Job levels…)

Kasa Card (Garment) (Stygia/- prefix)
When dealing physical damage there's a chance to autocast Fire Bolt Lv 5 and Fire Ball Lv 5.

Cards like this will probably spawn the AGI/INT Slinger, bet on it

Glossary of Terms
Wise/- = Willow Card prefix; +80 MaxSP
Deadly/- = Evil Druid Card prefix; +1 INT, changes armour to Undead Property
Bloody/- = Hydra Card prefix; +20% damage against Demi-humans
Cranial/- = Thara Frog Card prefix; Reduce damage from Demi-humans by 30%
Insomniac/- = Nightmare Card prefix; +1 AGI, Gives user immunity to Sleep
-/of Dexterity Switching = Dame of Sentinel Card suffix; +1 DEX for every 18 base VIT
Impressive Riff = Bard Song skill that increases ASPD
Gospel = Paladin skill that gives random buffs to characters in the area, including one that gives +20 to all stats for one minute

References
iRO Wiki
Doddler's RO site

Magic Ninja Guide no Jutsu

Motoki's Ninpou Ninja Guide


First off, just want to say that this is not a complete guide, as I have not yet reached level 99 with my own ninja, however I hope that this guide will help many aspiring ninpou ninja to level.

Beginning as a Novice
For a magic ninja, you're going to want your starting stats to look like this



Be sure you max int before anything else!
As an alternate, you can trade agi for luk if you want, for the extra perfect dodge and status protection.

To begin, get all the points you can while you are still in the Novice Training grounds. By this I mean, talk to the first lady you meet twice. In case you didn't know, she'll give you a free lvl up. After that, talk to everyone, and when you talk to the items instructor, follow all of her instructions for even more lvls. Also, be sure to talk to the Kafra lady about the different Kafra services for a free base and job lvl. Once you've done that, head on to the actual battle grounds. The first thing you should do is go out and die......no, I'm serious, you'll get another free base lvl and 50 more novice potions, and I know you want more of those. I reccomend getting to your final job lvl before you leave the training grounds. Once you've done that you are ready to become a ninja.

Now, I have seen more than one thread about this, so I want to be sure to include this information right up front. YOU CAN GET TO AMATSU FOR FREE AS A NOVICE.


The items you'll need for the job change are, in total, 10 Cyfar, and 2 Phracon. Now, if you take the personality test, try to get merchant so you can get to Alberta for free, and also so you can get 7 free Phracon as well.

When you finally get to Amatsu, you'll want to go to the Kafra lady and save. From there, go almost directly east. You'll probably run into a building, and if you do, just go down a little and walk in front of it, and just a few houses down is the ninja guild. The guild leader is really kind of wierd, and because he's wierd he'll send you to Einbroch to pay a visit to his rival. Now, the cheapest way to get there is to take the boat in Alberta to Izlude since it only costs 500 z, which you can easly get by selling whatever weapon you received from the personality test. However you will need a little more money to get to Einbroch. Once you arrive, you'll need to go to the center of Einbroch, which is the Einbroch Tower. There will be a guy up there minding his own business. Yup, you guessed it, that's the guy you're looking for. I don't remember exactly, but I believe that when you give him the Cyfar and Phracon, he teleports you back to Amatsu, but incase he doesn't, have a Butterfly Wing handy. Once back in Amatsu, talk to the guild leader again and give him the Cyfar and Phracon, and presto! You're a ninja!

Stats, Skills, and Recommended Leveling

Now that we have gotten to this point, I should go over stats with you. As a magic ninja, your main focus is going to be on int. I cannot stress enough how important it is to get int maxed as soon as possible. From the time you start as a novice till you reach about base 67-68 you need to put all of your stat points into int. Cast time really won't be an issue, and I'll explain why a little later. As a magic ninja, your final stats should look something like this.

STR 1
AGI ??
VIT ??
INT 99
DEX 99
LUK ??

Now, you may be wondering about the question marks. This is basically where you can customize your ninja to suit you. If you want to just do PvM, you may opt for getting as much agi as you can after maxing int and dex. WoE and PvP builds would most likely benifit more from Vit. As far as luk goes, there may be a neat build that could be developed by combining some of the physical skills.

The skills are also pretty flexible, but I'll just go with what I have as the main example. Also, these should be taken in order.

Flame Petal 10
Ninja Mastery 5
Blaze Shield 3
Flip Tatami 1
Shadow Leap 5
Cicada Skin 3
Freezing Spear 1
Blaze Shield 7
Ninja Mastery 10
Exploding Dragon 5
Wind Cutter 5
Lightning Storm 5
North Wind 5

Past this point is really just personal preference as far as which skills you want to finish up with, but these are almost neccessary for fast easy lvling.

Now for the actual lvling part.

Novice 1-12
Novice Training Grounds

Ninja 12-20
Mandragoras. You can also try poporings or Payon caves, but mandragoras will be the easiest.

Ninja 20-40~ish
Metalings FTW!! It's amazing how much exp you can reel in killing these guys. Now, there are two maps that I reccommend if you want to get lvls quickly. Either the map 1 North of Lighthalzen, or the map directly West of Hugel. The Hugel metaling map is difficult to get to though, so I reccommend using fwings or getting a tele clip.

Ninja 40-80
Groves. There is only one word for Groves. Easy. This monster is weak to fire, has low mdef, and best of all, it is a passive monster. What this means is that you can cast a spell on it, and it won't attack until after the spell hits it. Now I will say that these things hit hard and fast, but the solution to this problem is really easy and inexpensive. Just invest in a hide clip or belt. When you attack them with magic, just immediately hide until all the petals have finished hitting, and it will be as though you had never attacked in the first place. In later lvls you'll want to have some spare crap loot to use as bait since groves are looters as well. Just drop a jellopy when about 4-5 are around, turn on CSS, and use blaze shield. This will get you so much exp it's not even funny. It's better even than mi gaos because so far, there is no competition out there for Groves.

Zenorcs. Up until about lvl 68 or 70 they are pretty decent exp as long as you have ED. BS can work too, but it's more risky since Zens are so fast, and will most likely thrash you if you lag. I know OD2 is home to a lot of Alchies trying to lvl their little death machines, but you've got just as much a right to lvl there as they do. That being said, don't feel bad if you drop some loot to get a group away from an alchie and cast ED, only to have the group run back to the alchie after it's homun kills whatever, and you destroy everything that was around them. If the alchie is not afk, it'll usually start to Cart Revo it's mob when it sees you start to cast ED. It's also decent for grabbing a lot of loot. Once again, don't feel bad picking up loot from all the alchies you KNOW are afk. This doesn't mean that you walk up and see a bunch of loot and grab it. At the very least, ask before you take the loot.

Alternate Leveling spots 60-80:
Obsidians, either in the Einbech Coal Mines, or the map 1 North and 1 east of Einbroch. These guys are super weak to fire, and have freakin awesome drops (coal and steel for example). The Einbroch map is a little easier to solo as long as you have a tele clip or a lot of fwings. I'd reccomend having an aco or priest with you though.

High Orcs, whether in CT or in the field. These can go extremly fast if you have someone to tank them for you. CT is pretty tough without a party if you have a slow cast time.

GH Underprison/Culverts. By the time you are 75-80, this could be a very profitable lvling place. Injustices and Zombie Prisoners go down easily to BS, and Hunterflies usually die to it as well. Just be careful of Rybios. They are possible to kill, just very difficult. Also, you can try stings as well, although when I went I died more than I killed. You'll need a decent cast time, and it'll be really rough if you get pinned against a wall with even just one Sting.

Ninja 80-99
If you can get one, and Abyss party is great.

Morroc Sphinx/Pyramids. The exp. is kind of slow here, but you have some really amazing drops if you get lucky. What am I talking about? That would be Minos, Pasanas, Marduks, Verits, and Mummies. Each one of these guy's cards are worth 4 mil and up. The only downside is that you'll be sitting a lot to regen sp from spamming freezing spear so much.

Groves. You can stay here a little longer if you want. You'll be able to handle those annoying novuses a little better. You just want to be sure you're mobbing, and I mean big time.

Seals, if you have the higher lvl wind skills. I haven't tried it out yet, but I imagine it would be really good exp. You can do Byalan lvl 4 also if you have the wind skills.

I'll post more as I find newer and better leveling spots.

Ninja Equipment
This is just going to be just a general idea of what kind of equipment you need for your ninja. At frist, you really won't need anything. I think I made it to like lvl 60 with just the asura I was given when I changed to ninja. I'll go ahead an list the equips I think may be useful, in order.

Headgear:
Baseball Cap > Willow, or Elder Willow Cards (Carat if you're rich)
Ribbon > Same cards listed above

Armor:
Coat, Mink Coat > Roda Frog, or Pupa for just general leveling. Get a pest carded armor for things like PvP and WoE. Unfrozen is very good as well.

Weapon:
Asura [3] > Drops, or Fabre Cards, whether you want more dex, or more hp.

Shield:
Arm Guard [1] > Any racial defense card. I haven't tried one yet, but the special arm guards may be useful since they give mdef as well.

Garment:
Hood, Muffler > In the end you're going to want a whisper carded and a raydric carded muffler, but for now, you can try to get a hood with either a condor card or some kind of property resistance (like resistant to undead property or something)

Shoes:
Shoes > Sohee, Matyr, once again, whether you want more hp or more sp, Firelock Soldier card for rich people.

Accessories:
Belt, Nile Rose, Clip > Creamy, Smokie, Vitata. These three I highly reccommend since they will make leveling much easier and a lot less expensive. You can get whatever other you feel like to switch in and out.

Right now that's all I can think of as far as equipment goes. If there is anyone else with ideas about this, please feel free to post, and I'll do my best to add in your comments about it. Also, I am not a real wiz when it comes to equips since half of what I've listed I don't even have...xD

PvP and WoE tips
Okay, I'm sure this is something that many of you have been waiting for. Now this is only from my experience at lv 79. I'll start with PvP, and what you can do for each class.

1st Classses > A few freezing spears or an exploding dragon will down them easily unless they happen to be a perma first class that's like lvl 90+ or something.

Knight > Simple enough, since they can't hit you with any of their skills, just CSS and hit with whatever magic you want, although if they have a hide clip you'll need to just stick with freezing spear.

Wizard > If they forgot their phen, or aren't wearing it, chances are you'll be able to outcast them rather easily.

Hunter > If you see one, chances are you'll be dead soon since their birds ignore CSS. Best thing you can do is just spam freezing spear and hope they don't have much max hp.

Blacksmith > I've never actually fought one in PvP, but you'll treat them about the same as a Knight, just watch out for Hammerfall.

Assassin > These guys can be really easy, and a real pain at the same time. If you have a fast enough cast, they won't be able to cloak away from freezing spear, and they take a ton of damage from magic.

Priest > It may be possible if you have a lot of green pots, but chances are you'll run out of sp before they do, and because of their high int, you won't be doing much dmg anyway.

Crusader > These guys can be a real pain depending on their build. If they have heal, chances are you're just not going to kill them.

Sage > Spell Breaker and Magic Rod, that's all I have to say about these guys. Chances are you'll not win this fight.

Bard > Freezing Spear. Just be careful if they have Frost Joke.

Dancer > I haven't fought one yet in PvP, but I imagine they would tear me up with Dazzler. Stay away from these gals.

Alchemist > If they DO NOT have a homun, you MIGHT be able to kill them. If they have a vani, you can just forget it. You'll be dead before you can get off 2 freezing spears.

Rouge > Fairly easy as well, but if they have a strong magic skill, you will go down pretty fast.

Monk > Also a pretty easy class to take out since nothing they have can hit you, with the exception of Excrutiating Palm. In almost every case you can do more damage than their heal can keep up with.

Trans Classes you CAN kill
Lord Knight
High Wizard
Stalker
Minstral
Champion (maybe)

Trans Classes you CANNOT kill
Assassin Cross (Soul Destroyer)
Paladin (I have yet to find one I can kill)
Scholar (They take away ALL of your sp)
High Priest (Lex Divina, Decrease Agility, Ruwach, Holy Light >.<)
Sniper (Birdie *ouch*)
Master Smith (High Speed Cart Ram *mega ouch*)
Gypsy (Dazzler again)
Biochemist (While Acid Bomb doesn't do much, homuns still hurt)

Taekwon Classes > Haven't fought many in PvP, if any, but they are tough buggars to kill, especially Soul Linkers.

Gunslingers > These guys really are pushovers for Ninjas, and I'm not trying to be mean. So far I have yet to find one with a skill that pierces CSS.

Ninjas > Just don't even go near them. lol. I have never beaten another ninja in PvP (probably cause my equips suck lol)

As far as actual strategies go, there really isn't too much too it, and it also depends on some of your equips, although generally, it's going to be:

FREEZING SPEAR TILL THEY DIE!!! WAHAHAHAH!!!

Your worst enemy in PvP is status weapons, and one of the best armors you can wear is a pest carded armor. Heheh, can we say fodder for dragons?
I'm not going to give away too many of my PvP secrets though, so I'll stop for now.

As far as WoE goes it's about the same, except that CSS won't knock you back. For defense your best thing is to use Blaze Shield to help slow enemies coming into the emp room. For offense your kind of just an annoying bug that everyone wants to kill before anything else. I'm dead serious. You'll walk into a castle with all of your guildies, and all of a sudden a Sinx will pop out of nowhere and SD who? The ninja of course. But seriously, it's best to let a few of your guildies run in first to try and break any pre cast there may be, because SG eats ninjas for breakfast.

I'll try to update content as I find out new things.

NinjaXcution's Magic Ninja Guide

My Ninja (NinjaXcution) is currently lvl 97/70 on Chaos and I've played it since they were first released in early 2007. It seems that a lot of people don't know much about them since there aren't many high lvl ones around.
For info on the Ninja job change quest, refer to Motoki's thread: http://iro.ragnarokonline.com/forum/...sts=37&start=1

Stats
Your initial stats should be:
Str:1
Agi:5
Vit:1
Int:9
Dex:9
Luk:5

Your final stats should look something like this:
Str:1
Agi:5
Vit:50
Int:99
Dex:80
Luk:5

Int
Every 5 int, you get a a bonus to your max Matk. Every 7 int, you get a bonus to your min Matk. With the best +int gear, you should be able to hit 120 int (without bless). At higher lvls, dropping even 1 int could mean losing roughly 50 Matk. While 50 Matk doesn't seem like a lot by itself, it gets multiplied by 900% from Exploding Dragon to 450 damage. 900-1800 damage if the target is lexed/weak to fire.

Dex
As for dex, you really don't need to max it since most ninja skills have a very low base cast time. You can make up a lot of it through +dex equipment. However, higher dex does make a difference in long casts such as lvl 10 Freezing Spear or lvl 5 First Wind.

Vit
Vit is very important since Ninjas are rather squishy. The main purpose of this is to increase your max hp so you don't die instantly in PvP. A sinx's Soul Destroyer can do, on average, about 5k damage even with Cranial, Beret, and Immune. At lvl 99 with only 1 vit, you will only have about 4.1k base hp. In contrast, if you have 50 vit, you will have 6.1k base hp which is more than enough to survive most SD's.

Skills
Flip Tatami:
This skill allows you to block all ranged attacks for 3 seconds, similar to a priest's Pneuma. This includes Soul Destroyer, Acid Bomb, and Falcon Assault which are the main killers of Ninjas. However, it does come with a catch: For those 3 seconds, you may not move or attack in any way. Technically, you can move, but if you do, you will no longer be under the tatami's protection and you will still have the aftercast delay. Although you are essentially immune to all ranged attacks, you are a sitting duck for melee/magic attacks.

Shadow Leap
This skill has a lot of use in both PvP and PvM. However, a hide accessory is required to use it. It's main use is to leap out of range when being chased and escape. It does have a 1 second aftercast delay after use, so you can't keep spamming it unlike a Taekwon's Leap.

Note: Contrary to iRO's description of Shadow Leap, it currently does not ignore obstacles in the way. However, in some maps (particularly the old ones) you can hop cliffs. The rule seems to be that if you can snipe from the cliff, then it is leapable.

Cicada Skin Shed (CSS)
This is the defining skill of the Ninja class. It allows the ninja to dodge almost all physical attacks and at the same time, be pushed back 7 spaces. There are both pros and cons of this. The pros are that they give you plenty of time to cast your skills. While you have CSS on, your cast will not be interrupted when hit by a physical attack. The movement also maintains your range, forcing the enemy to struggle to catch up to you. The cons are that if you get too close to a wall, you may be trapped against it as the enemy attacks you. Try to use CSS only in open areas and avoid walls. Also note that while it makes you nearly invincible to physical attacks, it does nothing to block magic attacks and certain skills.

Lvl 3 CSS is the minimum you need for efficient leveling/pvp since it blocks 2 attacks before you need to recast it again. Some people max it to lvl 5 for the extra dodge, but this is based on personal preference.

List of "physical" skills that pierce Cicada Skin Shed:
Acid Bomb (Biochem)
Soul Destroyer (SinX)
Falcon Assault (Sniper)
Excruciating Palm (Monk)
High Speed Cart Ram (Master Smith)
Venom Knife (Sin)
Stone Fling (Sin, Rogue)

Ninja Aura
Although +5 int may not seem like much, at higher lvls it will add about 50 Matk. This skill should be saved for last since it doesn't do a lot at low lvls. With this skill and full +int gear, it is possible to reach 125 int self-buffed and 135 int with bless (950 max Matk).

Flaming Petals
This skill should be gotten early on to help with leveling. I stress however, that you will not need to have it over lvl 5 since Exploding Dragon will be far superior to it. However, if you can remember to skill reset before you hit Base lvl 40, lvl 10 is helpful for early leveling.

Blaze Shield (BS)
Blaze Shield is a great tool for both leveling and WoE. When leveling, all you need to do is cast Blaze Shield and drag a monster into it with lvl 1 Freeze Spear. Each cell it touches will hit it multiple times depending on the skill lvl. One tactic is to drag it in a line similar to a Mage's vertical firewall so that you can keep track of it more easily. Also, instead of watching the monster, watch the cells under it as they disappear so that you can time when you need to move. Monsters with very high movement speeds (Rideword, Mimic) will skip right through this and take little damage. In WoE, it is one of the few skills in the game that stalls movement when inside a castle. Because of this, it is usually a better alternative over Watery Evasion when defending.

Exploding Dragon (ED)
Exploding Dragon is the most damaging skill a Ninja has. When used, it hits everything in a 5x5 area around a targeted enemy. This makes it a great leveling skill when mobbing. However, while it does massive damage with a short cast time, it does have a 3 second after-cast delay so make sure CSS is activated prior to using it.

Exploding Dragon 2x Hit Bug:
If the monster is moving the during the ED animation, there's a good chance that they'll be hit twice with it. You'll know when it happens if you see more than 3 numbers pop up really quickly. It is harder to do on slow moving monsters like Mi Gaos but easier on faster moving ones. This trick does not work on stationary monsters like Geos nor will it work if the monster is staying in one spot being tanked.

The easiest way I've found to do it is to have CSS on and wait until half a second before the monster hits you. When you're about to get pushed back, start casting ED. The pushback should cause the monster to be moving and chasing after you. It should also give you just enough time to finish the cast before the monster can catch up to you.

The reason this bug works is because ED hits in a 5x5 area around the target. As long as the animation is going, each of the cells around the target is "hot" and does damage. If the target runs through two cells of the ED, it will essentially be hit twice. I've heard that this works the same way for a wiz's Heavens Drive.

Freeze Spear
Freeze Spear has the fastest cast time of any Ninja skill. It also has no aftercast delay so it is one of the most spammable skills in the game. Lvl 1 hits three times per cast so it is great for stalling people in PvP. It also prevents someone from Hiding/Cloaking if you continue to spam it on them.

Watery Evasion
Watery Evasion is a very useful skill in both PvP and PvM. In PvM, it is used to slow large mobs down so that you have more time to cast. In PvP, it can be used to slow players, although Blaze Shield is a better alternative. It is also much more cheaper to use than a Sage's Deluge so you can spam it to allow a wizard to use Waterball. If you are not planning to get Snow Flake Drift, lvl 4 provides a large enough range for practical use.

Snow Flake Drift
In my opinion, this skill is not worth getting. Snow Flake Drift is almost exclusively a PvP skill. At max lvl, it only has a 60% chance to freeze, as opposed to a wizard's 100% chance from Storm Gust. Subsequent casts will also not damage frozen enemies. The range of the skill is dreadful and is only made worse by its long cast time. If you get knocked back by CSS before you finish casting it, it will miss. Although the skill sounds great in concept, it is not very good in practice.

Wind Blade
Wind Blade is used on monsters that you cannot use fire/water on (water property monsters i.e. biblan, ice dungeon). There is no difference between lvl 4 or lvl 5 other than sp costs so stick with using lvl 4. The only reason to get lvl 5 is to get Lightning Jolt.

Lightning Jolt
Lightning Jolt is similar to Snow Flake Drift in that it does mediocre damage and has a small range. The only difference is that it doesn't have an after cast delay so it can be spammable. This should only be gotten if you plan to get First Wind.

First Wind
First Wind is great for leveling in ice dungeon and on water monsters. It has the potential to do more damage than ED in PvP/WoE since it has no aftercast delay. Since it is wind element, its damage is not reduced by Valkyrie Shield and also does more damage to people wearing Aqua armor. Although it is not technically an AoE, it does have enough range to hit everyone at a choke point in WoE.

Skill Build
1 Flip Tatami
5 Shadow Leap
5 Cicada Skin Shed (CSS)
10 Ninja Mastery
5 Ninja Aura
5 Flaming Petals
7 Blaze Shield
5 Exploding Dragon
7 Freeze Spear
4 Watery Evasion
5 Wind Blade
5 Lightning Jolt
5 First Wind

Order in which to get skills:
1 Ninja Mastery
1 Freeze Spear
5 Flaming Petals
5 Blaze Shield
1 Flip Tatami
5 Shadow Leap
3 CSS
7 Blaze Shield
10 Ninja Mastery
5 Exploding Dragon
5 CSS
5 Wind Blade
5 Lightning Jolt
5 First Wind
5 Freeze Spear
4 Watery Evasion
5 Ninja Aura
7 Freeze Spear

A good skill build doesn't have to exactly match mine, since you can take out some points from Freeze Spear or Ninja Aura and put it elsewhere. It's really a matter of preference.

Leveling
Lvls 1-12 (Novice)
Do Novice Training grounds to get up to job lvl 7.
You should be able to kill Spores/Poporings solo even without gear (as long as you have Novice Red Pots) until job lvl 10.

Lvls 13-22 (Ninja)
Spores (1 south of Payon)
Poporings (1 south, 1 east of Prontera)

Lvls 22-30
Wolves (2 south of Payon)
Metalings (1 north of Einbroch)

Lvls 31-60
Drosera (1 east, 1 north, 1 east of Rachel)
Mi Gaos (Louyang)
Groves (1 south, 1 west of Hugel)

Lvls 61-70
Clocks (Clock Tower lvl2)
Alarms (Clock Tower lvl3)
Stings (southern GH entrance, 1 east, 1 west, topright warp of sewers)
Zombie Prisoners, Skeleton Prisoners, Injustices (GH Prison).

Bring fly wings or teleport belt to avoid Mimics/Ridewords/Gargoyles.

Lvls 71-90
Stalactic Golems (1 north of Comodo)
Vanberk, Isilla (Rachel Sanctuary lvl1)
Hill Winds (1 east, 2 north, 1 east of Rachel)
High Orcs (1 south, 1 west of Orc Dungeon)

Lvls 90-99
Stalactic Golems (1 north of Comodo)
Ice Titans, Snowiers (Ice Dungeon lvl3)
Galions (1 east, 2 north, 1 west of Rachel)
Hill Winds (1 east, 2 north, 1 east of Rachel)
High Orcs (1 south, 1 west of Orc Dungeon)

Equipment
Ninjas aren't really gear dependant but the basics that you will need are:
Ashura
Sohee shoes
Hide accessory
Heal accessory
Teleport accessory
Hard armor
-30% Racial shield

Ninjas also have the exclusive ability to create Ninja-only shields (Arm Guards) inside the Ninja Guild. There are 3 npcs inside, each creating a different shield. They will only talk to you if you are a Ninja.

Arm Guard [1]
Def: 5
Ingredients: Guard[1] + Arm Guard [0] (Bought from Ninja Guild)

Advanced Arm Guard [0]
Def: 4, MDef: 5
Ingredients: Mirror Shield [0] (Bought from Geffen Armory) + Arm Guard [0] (Bought from Ninja Guild)

Advanced Arm Guard [1]
Def: 4, MDef: 5
Ingredients: Buckler[1] + Advanced Arm Guard [0] (Created in Ninja Guild)

Recommended Gear:

Headgear: Apple of Archer, Morpheus Hood, Fricca's Circlet, Crown of Mistress, Beret(PVP)

Mid Headgear: Erudite Sunglasses, Evil Wing/Angel Wing Ears, Peerless Sunglasses(PVP)

Lower Headgear: Any

Armor: Hard armor, Unfrozen armor(PVP), Stone Curse armor(PVP)

Weapon: Bazerald, 3xDextrous Ashura [3], Jitte(PVP)

Shield: -30% dmg Racial shield, Cranial Advanced Arm Guard(PVP)

Garment: Immune Muffler, Morpheus Shawl, Genie's garment(PVP)

Shoes: Green Shoes, Sohee Shoes, Crystal Pumps(PVP)

Accessories: Teleport clip, Heal clip, Hide clip, Morpheus Ring, Morpheus Bracelet, The Sign, Earrings[0], Nimble clips


Morpheus Set: Morpheus Hood, Morpheus Shawl, Morpheus Bracelet, Morpheus Ring
(+9 Int, +40% Max SP, +25% cast time, uninterruptible casts, +14 MDef)

Valkyrie Set(PVP): Fricca's Circlet, Valkyrja's Shield, Odin's Blessing
(+2 Int, +50 Max SP, 20% resist to Fire, Water, Shadow, and Undead elements, +20 MDef, +MDef from Fricca's/Valk Shield's refine rates, -Def from Fricca's/Valk Shield's refine rates)

Current Bugs:

Watery Evasion does not increase Freezing Spear damage.

Freezing Spear does 100% Matk per hit rather than the listed 70% Matk per hit.

Exploding Dragon sometimes hits 2x if the target is moving during the animation.

When using Blaze Shield, sometimes it disappears prematurely.

Watery Evasion slows Boss/MVP movement speeds.

Latest guide changes

1/29/08:

-Added Current Bugs section.

-Reorganized Equipment section.

-Added link to Motoki's Ninja guide for reference.

2/1/08:

-Added a more thorough explanation of the 2x hit ED bug under Skills section.

Yralyn's Guide to the Expanded Classes (part 1)

Yralyn's Guide to the Expanded Classes
Part 1: On Taekwons, Star Gladiators and Soul Linkers

I. Introduction
II. Why Taekwon?
III. Class Descriptions
a) Taekwon
b) Star Gladiator
c) Soul Linker
IV. Skill Descriptions
a) Taekwon
b) Star Gladiator
c) Soul Linker
V. Builds
VI. Levelling Guide
VII. Job Change Guide
VIII. Credits
IX. Kick-Spamming (Taekwon Ranker)

= - = - = - = - = - =
I. Introduction

A lot of people (apparently) want to know all about what they call "Expanded Classes", one of the new features brought to us by Episode 13 (10.3): Noghalt.

First off, what are expanded classes?

Expanded classes, first and foremost, are NOT 3rd job characters; they do not branch off from any the original 12 available 2nd job characters previously available in RagnarokOnline. Instead, they are an entirely new set of classes, which means you can pick them straight off from a Novice.


- - - - -
II. Why Taekwon (or any of the expanded classes, for that matter)?

The reason why they're called "taekwons" in the first place is because this class has been inspired by the Korean martial art Tae Kwon Do which, much like the taekwons in-game, focus on legs and kicking as their offense.

The advantage of the expanded classes -- the ones that, as of posting, is available in pRO Sakray... as well as those that are currently in kRO only -- would be that they are generally far more powerful than the regular classes (although they are also generally weaker than the transcendent classes). The disadvantage to the expanded classes, however, would be that they have greater limitations than the regular classes (including the inability to transcend, and thus cannot access certain areas like level 7 of Thanatos Tower, where the most powerful and feared MVP -- Thanatos -- resides).

Still, given the right planning and development, the expanded classes are a force to be reckoned with.


- - - - -
III. Class Description

a) Taekwon
Before anything, let me clarify this: your character will be called a Taekwon Boy if your account is male, and Taekwon Girl if female. Note that there is absolutely no difference between the two.

The Taekwon is a practitioner of the martial arts Taekwondo, sometimes spelled as Tae Kwon Do or Taekwon-Do. Tae is pronounced as "Tai", and means "to strike with foot"; Kwon is pronounced as "Kwan", and means "to strike with hand"; Do is pronounced as "Do" as in Do-Re-Mi, and means "the art of", or "the way of".

[ If you're familiar with the Tekken character Hwoarang, or if you actually practice - or know someone who practices - Taekwondo, then you're pretty familiar with the techniques used by the Taekwons of RO]

Because they focus on kicking, they lack any ability to use weapons at all, and add to that they are limited to all gear that can be worn by All Classes or All Classes Except Novice. However, the trade-off is that, even when unarmed, their normal attacks can be as powerful as -- or even more powerful than -- those who can use weapons. Plus, when properly used, their kicks can minimize the need for defensive gear.

At job 40 or higher, they can job change to Star Gladiator or Soul Linker. However, there *is* a third option for the fledgeling taekwon: instead of job changing, the Taekwon can just keep on going as a Taekwon (perma-1st job), and take the skill Taekwon Mission which, although difficult, could prove rewarding (will be discussed further later on).


b) Star Gladiator
Known to some as Star Knight, while to others as Taekwon Master, this class still fights like a Taekwon. However, they utilize the power of knowledge and mysticism by equipping book class weapons, and are able to use some of the equipment available to second class characters (including Mirror Shields, Boots, and Manteau). Additionally, while others rely on the basic elements, Star Gladiators utilize the most powerful force in the universe: the universe itself.

The universe, however, does not reveal its secrets easily, nor does it freely lend its power. Thus, the Star Gladiator must take more time than most in learning the secrets of the universe (slower job level acquisition), and he/she must be careful in considering who or where this great power would be used on (limited targets/maps where skills can be utilized).

Because Star Gladiators are as much a servant of the universe as they are its master, some of their skills only work on certain days. However, a rare event might occur when the universe would be willing to endow its greatest blessings on a Star Gladiator, allowing him/her to use most of the skills learned in the map where he/she is located. Additionally, a Soul Linker can connect his/her soul to that of the greatest Star Gladiator in history, allowing the endowed Star Gladiator the ability to combine the powers of the universe into himself/herself.


c) Soul Linker
While Star Gladiators focus on the powers of the universe, Soul Linkers tap into the wisdom of the ancients, allowing them to unlock the greatest powers that Time has locked away from even the most studious of Sages. With ample training, a Soul Linker can release powerful magics that may be further enhanced by his/her knowledge of Mild Wind. Or if they so wish, a Soul Linker can instead learn to summon the powers of the greatest people in history, and endow this power on others.

The downsides to this class, however, would include the inability to use ALL offensive skills learned as a Taekwon, as they have abandoned physical prowness for arcane and mystic powers. However, the following skills can still be used: Sprint, Leap, Mild Wind, Kihop, Happy Break, Peaceful Break, and Tumbling.

Another downside would be the extremely wide array of skills available, and so great foresight you must have.

Finally, because you are to tap the powers of the ancients, this takes a great amount of energy, and so even someone with high intelligence (and SP) would be easily drained.


- - - - -
IV. Skill Descriptions

NOTE: The descriptions I am about to give may or may not differ from those available in-game. Some skills, like Esma, would -- as of posting -- be correct here, but wrong in-game. Hopefully by the time the game is released in the commercial servers, all bugs would be fixed.


a) Taekwon
Counter Attack
Prerequisite: None
Skill Type: Active, Attack
Max Level: 7
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 16 - 2 * skill level (14 SP at level 1, 2 SP at level 7)
Skill Damage Formula: 190% + 30% * skill level (220% at level 1, 400% at level 7)

Description: Allows you to initiate a counter-attack, dealing up to four times your normal damage at an enemy. The unique feature of this kick is that it never misses (unless blocked by certain skills).

Like most kicks, you can only use this when its equivalent stance (i.e. Counter Attack Stance) automatically activates during combat.

Counter Attack Stance
Prerequisite: Counter Attack level 1
Skill Type: Active, Stance
Max Level: 1
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 1

Description: Stance skills, like Counter Attack Stance, are like switches; when activated, an icon will appear on the right side of your screen... and when de-activated, the icon will disappear. While it is activated, during combat there is a chance that the stance would be shouted out by the character (e.g. "Counter Attack Stance !!") and attacking would be paused. During this 2-second pause (or delay), you can press the corresponding kick to execute it (i.e. if the character shouts "Counter Attack Stance !!", use Counter Attack).

Counter Attack Stance has a 20% chance to activate, and you can never use this as a Soul Linker.

[ Note that you can have multiple stances on ]

Flying Kick
Prerequisite: None
Skill Type: Active, Attack
Max Level: 7
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 80 - 10 * skill level (70 SP at level 1, 10 SP at level 7)
Skill Damage Formula: 30% + 10% * skill level (40% of your normal damage at level 1, normal damage at level 7)

Description: The only kick that does not need a stance, Flying Kick allows you to instantly hit and stand right next to an enemy (it does bear some resemblance to the Monk skill Snap). Additionally, it automatically dispels all Spirits (including the effects of Berzerk Pitcher) unless the target is a Stalker who has Preserve activated. Also, this is perhaps the only kick that can be copied/plagiarized by a Rogue or Stalker.

Finally, if Tumbling activates (dodges a ranged attack, or a melee attack if you have Sprint's bonus) or if you use Flying Kick while running with Sprint, you can deal bonus damage (up to double damage) with Flying Kick.

You can never use this as a Soul Linker.

Happy Break
Prerequisite: None
Skill Type: Passive
Max Level: 10

Description: This only activates while you are sitting next to a Taekwon class (Taekwon, Star Gladiator, Soul Linker). The rate of regeneration is (supposedly) increased by higher VIT [EDITOR: Doddler might actually mean INT, but I never really tried to check].

If you use the /doridori command continuously, you can gain an additional +3 SP per tick. As a bonus, when two Taekwon class characters (who have Peaceful Break and Happy Break activated) sit next to each other and use the /doridori command, there is a chance that they will both gain "Happiness" status (symbolized by the Gloria-like icon in the right side of the screen). While the Happiness status is active, there is a high chance that, if you use an Earth Spike level 1 Scroll, the scroll will not be consumed.

There is also a rumor that if you keep using /doridori while under the Happiness state as a Star Gladiator, there is a chance your Angel will appear and (supposedly) erase all your marked maps/targets from memory, allowing you to be able to mark new maps or targets.

Heel Drop
Prerequisite: None
Skill Type: Active, Attack
Max Level: 7
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 16 - 2 * skill level (14 SP at level 1, 2 SP at level 7)
Skill Damage Formula: 160% + 20% * skill level (180% at level 1, 300% at level 7)

Description: Allows you to execute an Axe Kick (vertical kick downward, striking the head of your opponent with the heel of your foot), dealing up to three times your normal damage at an enemy. The unique feature of this skill is that it has a very high chance of stunning your enemy (approximately 80% chance).

Like most kicks, you can only use this when its equivalent stance (i.e. Heel Drop Stance) automatically activates during combat.

Heel Drop Stance
Prerequisite: Heel Drop level 1
Skill Type: Active, Stance
Max Level: 1
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 1

Description: Stance skills, like Heel Drop Stance, are like switches; when activated, an icon will appear on the right side of your screen... and when de-activated, the icon will disappear. While it is activated, during combat there is a chance that the stance would be shouted out by the character (e.g. "Heel Drop Stance !!") and attacking would be paused. During this 2-second pause (or delay), you can press the corresponding kick to execute it (i.e. if the character shouts "Heel Drop Stance !!", use Heel Drop).

Heel Drop Stance has a 15% chance to activate, and you can never use this as a Soul Linker.

Kihop
Prerequisite: None
Skill Type: Passive
Max Level: 5
Skill Damage Formula: (2% * skill level) * number of party members

Description: One of two skills in-game that's affected by the party, this adds additional damage to your normal attacks and to your skills**. Basically the more people in your party that are in the same map, the more powerful your attacks get.

**- there are special restrictions to this bonus damage, particularly when it comes to skills: for instance, 5 other party members add 50% to your damage, but skills like Heel Drop level 7 will dish out 300% + 50% = 350% damage, and not 300% * (100% + 50%) = 450% damage.

Leap
Prerequisite: None
Skill Type: Active, Movement
Max Level: 5
Cast Time/Delay: 6 - 1 * skill level (5 seconds level 1, 1 second level 5) / No Delay
SP Cost: 50 SP

Description: This skill allows you to jump over just about anything (including walls and obstacles). The higher your level, the farther you jump (and the faster you cast). If the tile you are going to land on cannot be stepped on, you will land back on your original spot.

This skill works in WoE and PvP, although in pRO Sakray (as of posting) the skill will only allow you to leap in certain maps -- including PvP rooms -- only 1 ~ 2 cells away, regardless of level.

Mild Wind
Prerequisites: Happy Break 5, Kihop 5, Peaceful Break 5
Skill Type: Active, Supportive
Max Level: 7
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 20 SP from level 1 to 4, 50 SP from level 5 to 7

Description: Arguably the best skill for the Taekwon class, this imbues your weapon with any element (except for Undead, Poison and Neutral [but then your attacks by default *are* neutral, so no need to imbue this element]). Each level of the skill imbues you with a different element (it's recommended that you dedicate seven quickslots to Mild Wind, one for each element).

Level 1: Earth, 20 SP
Level 2: Wind, 20 SP
Level 3: Water, 20 SP
Level 4: Fire, 20 SP
Level 5: Ghost, 50 SP
Level 6: Dark, 50 SP
Level 7: Holy, 50 SP

Side note: Interestingly, level 7 of this skill acts a lot like a self-buff version of the Priest skill Aspersio, including the "your weapon has been imbued with Divine Might" text as well as it being the only Mild Wind that disappears after unequipping your weapon (if you are a Star Gladiator or Soul Linker).

Peaceful Break
Prerequisite: None
Skill Type: Passive
Max Level: 10

Description: This only activates while you are sitting next to a Taekwon class (Taekwon, Star Gladiator, Soul Linker). The rate of regeneration is increased by higher VIT.

If you use the /doridori command continuously, you can gain an additional +30 HP per tick. As a bonus, when two Taekwon class characters (who have Peaceful Break and Happy Break activated) sit next to each other and use the /doridori command, there is a chance that they will both gain "Happiness" status (symbolized by the Gloria-like icon in the right side of the screen). While the Happiness status is active, there is a high chance that, if you use an Earth Spike level 1 Scroll, the scroll will not be consumed.

There is also a rumor that if you keep using /doridori while under the Happiness state as a Star Gladiator, there is a chance your Angel will appear and (supposedly) erase all your marked maps/targets from memory, allowing you to be able to mark new maps or targets.

Roundhouse Kick
Prerequisite: None
Skill Type: Active, Attack
Max Level: 7
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 16 - 2 * skill level (14 SP at level 1, 2 SP at level 7)
Skill Damage Formula: 190% + 30% * skill level (220% at level 1, 400% at level 7)

Description: Allows you to execute an Roundhouse Kick, dealing up to four times your normal damage at an enemy. The unique feature of this skill is that it knocks back all enemies standing next to your target, and those who have bee knocked back have a very high chance of getting stunned (approximately 80% chance). Plus, this has probably the best animation for a kick.

Like most kicks, you can only use this when its equivalent stance (i.e. Roundhouse Stance) automatically activates during combat.

Roundhouse Stance
Prerequisite: Roundhouse Kick level 1
Skill Type: Active, Stance
Max Level: 1
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 1

Description: Stance skills, like Roundhouse Stance, are like switches; when activated, an icon will appear on the right side of your screen... and when de-activated, the icon will disappear. While it is activated, during combat there is a chance that the stance would be shouted out by the character (e.g. "Roundhouse Stance !!") and attacking would be paused. During this 2-second pause (or delay), you can press the corresponding kick to execute it (i.e. if the character shouts "Roundhouse Stance !!", use Roundhouse Kick).

Roundhouse Stance has a 15% chance to activate, and you can never use this as a Soul Linker.

Sprint
Prerequisite: None
Skill Type: Active, Movement
Max Level: 10
Cast Time/Delay: 7 seconds - 1 second * skill level (6 seconds at level 1, no cast time at level 7 and higher) / No Delay
SP Cost: 110 - 10 * skill level (100 SP at level 1, 10 SP at level 10)

Description: This is basically super-speed running. While you can only run in a straight line, you would have the equivalent movement speed of a normal character who consumed a Speed Potion! [HINT: Speed Potion and Sprint actually stack] There are several benefits from this skill:
  • You have a passive bonus of +10 ATK per level, as long as you are unarmed
  • If you force this skill to cancel by pressing the skill immediately after activating it, you can automatically gain +10 STR (this bonus will be indicated as a blue icon at the right side of the screen); this bonus will disappear the moment you equip a weapon
  • While you are under the influence of the STR bonus, Tumbling will have a 20% chance to dodge melee attacks (as well as ranged attacks)
  • If you use Flying Kick while running, you can deal up to double the skill's damage
Taekwon Mission
Prerequisite: Kihop level 5
Skill Type: Ranking (use the /taekwon command to see the points you've accumulated as well as the top 10 rankers in the server)
Max Level: 1
Cast Time/Delay: 1 second Cast Time/No Delay
SP Cost: 10 SP

Description: This will give you a special "mission": to kill a designated monster 100 times (not necessarily in a row). The monster that will be designated to you would vary; the first time you use the skill you will be assigned to kill the monster you were fighting at the time... but once you kill that monster 100 times, your next mission will be totally random (for instance, someone I know had the unfortunate task of having Apocalypse as his second mission).

Each time you successfully complete a mission, you will be given a ranker point and a new mission.

If you feel that the enemy you were assigned to is too difficult, you can always try to change it by re-using this skill (however the chance that the assigned monster would be changed is very low [approximately 0.01% chance per skill activation], and the new monster would, again, be totally random... possibly even more difficult than your previous target). And remember: you can ONLY change your assigned monster IF you have not killed it even once (as in 0% kills).

The taekwons in the server who have the most number of ranker points will receive the following benefits:
  • you can spam Heel Drop, Roundhouse, and Tornado Kick without having to prepare their stances*
  • if you are a level 90+ Taekwon, you automatically gain 3x maxHP and 3x maxSP
The moment you change to a Star Gladiator or a Soul Linker, you will LOSE all your ranker points, and you can NEVER use this skill as a Star Gladiator/Soul Linker.

*- see section XI for more details

Tornado Kick
Prerequisite: None
Skill Type: Active, Attack
Max Level: 7
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 16 - 2 * skill level (14 SP at level 1, 2 SP at level 7)
Skill Damage Formula: 160% + 20% * skill level (180% at level 1, 300% at level 7)

Description: Allows you to execute a Spinning Kick (body rotates rapidly while leg is positioned 90º outward, striking the midsection of multiple opponents with the heel of your foot), dealing up to three times your normal damage at enemies. The unique feature of this skill is that it does damage to all enemies surrounding you (3x3 area of effect). Also, unlike other kicks, even if your initial target dies or disappears, you can still activate this for a rather cute special effect

Like most kicks, you can only use this when its equivalent stance (i.e. Tornado Kick Stance) automatically activates during combat.

Tornado Kick Stance
Prerequisite: Tornado Kick level 1
Skill Type: Active, Stance
Max Level: 1
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 1

Description: Stance skills, like Tornado Kick Stance, are like switches; when activated, an icon will appear on the right side of your screen... and when de-activated, the icon will disappear. While it is activated, during combat there is a chance that the stance would be shouted out by the character (e.g. "Tornado Kick Stance !!") and attacking would be paused. During this 2-second pause (or delay), you can press the corresponding kick to execute it (i.e. if the character shouts "Tornado Kick Stance !!", use Tornado Kick).

Tornado Kick Stance has a 15% chance to activate, and you can never use this as a Soul Linker.

Tumbling
Prerequisite: Flying Kick level 7
Skill Type: Active, Stance
Max Level: 1
Cast Time/Delay: No Cast Time/No Cast Delay
SP Cost: 1 SP

Description: This only activates when you are taking ranged damage (or melee damage if you are unarmed and have the STR bonus from Sprint). When it activates, you automatically block the damage, and if you use Flying Kick when it activates you can deal up to twice your skill's damage.

This is the only stance that works as a Soul Linker. But remember, to be able to take advantage of Tumbling's ability to dodge melee attacks, you have to have the STR bonus from Sprint... and you can only get that STR bonus if you have no weapons equipped.


b) Star Gladiator
Before anything, take note of the following:
Solar Days are Even Days (2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30)
Lunar Days are Odd Days (1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29, 31)
Stellar Days are Multiples of Five (5, 10, 15, 20, 25, 30)

For instance, if today is August 26, 2006, today is a Solar Day (with regards to Daylight Savings Time [for those playing from other countries/states], the days are based on the server's date, and not on your local date... so if it's Aug. 26 here in the Philippines and you're in some part of the world that's Aug. 25, because the server's date is Aug. 26, even if it's Aug. 25 in your country, you'll still be considered as experiencing a Solar Day).

Solar, Lunar and Stellar Perception
Prerequisite: None
Skill Type: Active, Designation
Max Level: 3
Cast Time/Delay: Approximately 3 seconds cast time / No Delay
SP Cost: 100 SP

Description: This will assign the map the Star Gladiator is in as a Solar, Lunar, or Stellar Place (depending on level). This assignment is permanent (unless cleared by an Angel), so choose your maps wisely.

If you haven't assigned a map yet, the game will ask if you are sure you want to assign the current map. If you try to reuse the skill, the game will simply display the name of the map you assigned.

Level 1: Solar Map
Level 2: Lunar Map
Level 3: Stellar Map

Solar, Lunar and Stellar Opposition
Prerequisite: None
Skill Type: Active, Designation
Max Level: 3
Cast Time/Delay: Approximately 3 seconds cast time / No Delay
SP Cost: 100 SP

Description: Like Perception, this will assign the target the Star Gladiator chooses as a Solar, Lunar, or Stellar Target (depending on level). This assignment is permanent (unless cleared by an Angel), so choose your enemies wisely.

Unlike Perception, there will be no prompt to confirm if you want to assign the target. If you try to reuse the skill, the game will simply display the name of your target.

If you use this on a player, that player's class will be the target (e.g. if you target your friend Ashura [who is a Monk], then ALL monks would be considered your target). Take note that transcendents are (supposedly) different from regular classes, so if you mark Monks as your target, you will not have marked Acolytes, High Acolytes, and Champions... only Monks.

Level 1: Solar Target, must be either a small monster or any player
Level 2: Lunar Target, must be either a medium monster who has 6,000 maxHP (or higher) or any player
Level 3: Stellar Target, must be either a large monster who has 20,000 maxHP (or higher) or any player

Solar, Lunar and Stellar Shadow
Prerequisite: None
Skill Type: Passive
Max Level: 10

Description: Sacrificing sight for attack speed, one must take precaution when taking this skill, because this sacrifice is permanent.

How bad can it be? At level 10, your sight would be limited to something like 3x3 or 5x5 sight range... but the trade off is that it's possible to attain 190 ASPD especially when combined with Stellar Protection.

This sacrifice of sight does not reduce your Flee or your Hit, just your ability to see things.

Solar, Lunar and Stellar Team-Up
Prerequisite: None
Skill Type: Passive
Max Level: 3

Description: Another party-affected skill, all monks in your party have a higher chance to execute Triple Attack. Each time any monk in your party activates Triple Attack, all Star Gladiators in the party will have a higher chance to execute Counter Attack Stance (so they can activate Counter Attack more often).

Level 1: +20% chance
Level 2: +50% chance
Level 3: +100% chance

For instance, you have two monks who have level 5 Triple Attack (25% chance to activate), and you're a Star Gladiator who has Counter Attack Stance (20% chance to activate), Counter Attack, and level 3 Team-Up. If all of you are in the same party, each monk will have a 50% chance to activate Triple Attack, and each time they use Triple Attack, you will have a 40% chance to activate Counter Attack Stance.

Solar, Lunar and Stellar Courier
Prerequisite: None
Skill Type: Passive
Max Level: 10

Description: Each time you log in to a Solar Map/Lunar Map/Stellar Map, you will be able to carry more items (+10% higher Weight Capacity, up to +100% or double your weight capacity at level 10). If you stay away from the map(s) for too long, however, you lose the weight capacity bonus.

Solar, Lunar and Stellar Miracle
Skill Type: Extra (hidden)

Description: While this does not appear in your skill tree, and has a very low chance of activating (can activate any time, anywhere, even while walking or during combat), this allows you to use ALL your skills in the map you're in, regardless of day, and even if the map wasn't assigned at all. In addition, all the monsters/players in the map are considered as Stellar Targets (and thus take more damage if you have mastered Stellar Wrath).

You'll know you're experiencing the Miracle when your screen turns blue (as if you received the Spirit of Star Gladiator), and although Doddler stated that it only lasts for 10 ~ 30 minutes, in pRO Sakray (as of posting) it would last until you log out or change maps.

Solar, Lunar and Stellar Angel
Skill Type: Extra (hidden)

Description: Like the Miracle, this skill does not appear in your skill tree, and while it's supposedly activated by using /doridori while in "Happiness" state, the chance of it happening is very low (approximately 0.01%). However, if and when it does work, it is rumored that the Angel can clear all the maps set by Perception, as well as all targets set by Opposition, which means you'll have to set your maps and targets after the angel appears.

For the Angel to appear, not only do you have to be using /doridori while in Happiness state, you must also have taken damage and have drained HP (the current HP and SP must be less than the maxHP and maxSP).

Solar Heat
Prerequisite: Solar, Lunar and Stellar Perception level 1
Skill Type: Active, Attack
Max Level: 3
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 10 SP (as of posting, may or may not change eventually), and additional SP consumption (see below)

Description: useable only in Solar Maps, this forms a protective barrier around you, and has two effects
  • Against monsters, this will knock them back and deal normal damage to them (bosses are immune to knockback). This damage is affected by your weapon's element and/or Mild Wind:
    • if the enemy is vulnerable to your attack, you lose 2 SP for every damage dealt
    • if the enemy is immune to your attack, you lose 10 SP for every Miss
  • Against players, this will only drain their SP (the SP loss is massive, it's been reported that players lose ALL their SP in two seconds or less).
As of posting, all Homunculi are immune to the effects of Heat skills.

Solar Protection
Prerequisite: Solar, Lunar and Stellar Perception level 1
Skill Type: Active, Supportive
Max Level: 4
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 80 - 10 * skill level (70 SP at level 1, 40 SP at level 4)
Duration: 80 * skill level (80 seconds at level 1, 320 seconds at level 4)

Description: useable only in Solar Maps, and on Solar Days, this boosts your VIT DEF by (Base Level + DEX + LUK) / 2... so if you are level 99 and you have 60 DEX and 1 LUK, you will gain +80 VIT DEF.

Solar Blessing
Prerequisite: Solar, Lunar and Stellar Perception level 1 and Solar, Lunar and Stellar Opposition level 1
Skill Type: Passive
Max Level: 5

Description: this works only in Solar Maps, on Solar Days, and on Solar Targets (monsters only). Each Solar Day, you can gain bonus EXP (both base EXP and job EXP) from Solar Targets killed in Solar Maps.

Bonus gained is 10% * skill level (10% more EXP at level 1, 50% more EXP at level 5)

Lunar Heat
Prerequisite: Solar, Lunar and Stellar Perception level 2
Skill Type: Active, Attack
Max Level: 3
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 10 SP (as of posting, may or may not change eventually), and additional SP consumption (see below)

Description: useable only in Lunar Maps, this forms a protective barrier around you, and has two effects
  • Against monsters, this will knock them back and deal normal damage to them (bosses are immune to knockback). This damage is affected by your weapon's element and/or Mild Wind:
    • if the enemy is vulnerable to your attack, you lose 2 SP for every damage dealt
    • if the enemy is immune to your attack, you lose 10 SP for every Miss
  • Against players, this will only drain their SP (the SP loss is massive, it's been reported that players lose ALL their SP in two seconds or less).
As of posting, all Homunculi are immune to the effects of Heat skills.

Lunar Protection
Prerequisite: Solar, Lunar and Stellar Perception level 2
Skill Type: Active, Supportive
Max Level: 4
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 80 - 10 * skill level (70 SP at level 1, 40 SP at level 4)
Duration: 80 * skill level (80 seconds at level 1, 320 seconds at level 4)

Description: useable only in Lunar Maps, and on Lunar Days, this boosts your Flee by (Base Level + DEX + LUK) / 10... so if you are level 99 and you have 60 DEX and 1 LUK, you will gain +16 Flee.

Lunar Blessing
Prerequisite: Solar, Lunar and Stellar Perception level 2 and Solar, Lunar and Stellar Opposition level 2
Skill Type: Passive
Max Level: 5

Description: this works only in Lunar Maps, on Lunar Days, and on Lunar Targets (monsters only). Each Lunar Day, you can gain bonus EXP (both base EXP and job EXP) from Lunar Targets killed in Lunar Maps.

Bonus gained is 10% * skill level (10% more EXP at level 1, 50% more EXP at level 5)

Stellar Heat
Prerequisite: Solar, Lunar and Stellar Perception level 3
Skill Type: Active, Attack
Max Level: 3
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 10 SP (as of posting, may or may not change eventually), and additional SP consumption (see below)

Description: useable only in Stellar Maps, this forms a protective barrier around you, and has two effects
  • Against monsters, this will knock them back and deal normal damage to them (bosses are immune to knockback). This damage is affected by your weapon's element and/or Mild Wind:
    • if the enemy is vulnerable to your attack, you lose 2 SP for every damage dealt
    • if the enemy is immune to your attack, you lose 10 SP for every Miss
  • Against players, this will only drain their SP (the SP loss is massive, it's been reported that players lose ALL their SP in two seconds or less).
As of posting, all Homunculi are immune to the effects of Heat skills.

Stellar Protection
Prerequisite: Solar, Lunar and Stellar Perception level 3
Skill Type: Active, Supportive
Max Level: 4
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 80 - 10 * skill level (70 SP at level 1, 40 SP at level 4)
Duration: 80 * skill level (80 seconds at level 1, 320 seconds at level 4)

Description: useable only in Stellar Maps, and on Stellar Days, this boosts your ASPD by (Base Level + DEX + LUK) / 10%... so if you are level 99 and you have 60 DEX and 1 LUK, you will gain +16% ASPD.

Stellar Blessing
Prerequisite: Solar, Lunar and Stellar Perception level 3 and Solar, Lunar and Stellar Opposition level 3
Skill Type: Passive
Max Level: 5

Description: this works only in Stellar Maps, on Stellar Days, and on Stellar Targets (monsters only). Each Stellar Day, you can gain bonus EXP (both base EXP and job EXP) from Stellar Targets killed in Stellar Maps.

Bonus gained is 20% * skill level (20% more EXP at level 1, 100% more EXP at level 5)

Solar Wrath
Prerequisite: Solar, Lunar and Stellar Opposition level 1
Skill Type: Passive
Max Level: 3

Description: this works only on Solar Targets, anytime, anywhere. You deal more damage to them depending on base level, DEX and LUK.

Bonus damage to targets are as follows:
Level 1: ((base level + DEX + LUK) / 9)%
Level 2: ((base level + DEX + LUK) / 6)%
Level 3: ((base level + DEX + LUK) / 3)%

Lunar Wrath
Prerequisite: Solar, Lunar and Stellar Opposition level 2
Skill Type: Passive
Max Level: 3

Description: this works only on Lunar Targets, anytime, anywhere. You deal more damage to them depending on base level, DEX and LUK.

Bonus damage to targets are as follows:
Level 1: ((base level + DEX + LUK) / 9)%
Level 2: ((base level + DEX + LUK) / 6)%
Level 3: ((base level + DEX + LUK) / 3)%

Stellar Wrath
Prerequisite: Solar, Lunar and Stellar Opposition level 1
Skill Type: Passive
Max Level: 3

Description: this works only on Stellar Targets, anytime, anywhere. You deal more damage to them depending on base level, STR, DEX and LUK.

Bonus damage to targets are as follows:
Level 1: ((base level + STR + DEX + LUK) / 9)%
Level 2: ((base level + STR + DEX + LUK) / 6)%
Level 3: ((base level + STR + DEX + LUK) / 3)%

This is the most powerful of wraths, so choose carefully who or what you're targetting (don't waste this on a Poring or a Novice, this is fit for tough targets like MVPs).

Solar, Lunar and Stellar Union
Prerequisite: Solar, Lunar and Stellar Courier level 9
Skill Type: Active, Awakening
Max Level: 1
Cast Time/Delay: No Cast Time/No Delay
SP Cost: 100 SP
Duration: 10 minutes after activating, or until deactivated

If you're new to Episode 10.3 and you see some players floating or flying around the map as if they were Super Saiyans*** or ghosts, they're probably Star Gladiators who have Union activated.

This skill can only be truly activated when you are under the influence of the Spirit of Star (a buff from the Soul Linker), otherwise you just consume SP and it will do nothing. When activated you will experience the following:
  • be able to float/levitate, and seem to fly
  • because you are floating/levitating/flying, your movement is somewhat increased
  • because you are "one with the universe", you can never miss any opponent no matter how high their Flee or DEF is (take note, however, that skills that block/deflect damage will still reduce your damage to zero)
  • because your physical shell has difficulty controlling the power imbued upon you, each time you attack a target, you lose a certain amount of your health... if your HP is below 20% and you attempt to attack once more, you will INSTANTLY die.
    • if your target is a player, you will lose 8% of your maxHP per attack
    • if your target is a monster, you will lose 2% of your maxHP per attack
    • there is no known penalty for targetting Homunculi as of post time
Once you activate this skill, the Spirit of Star will immediately disappear. Using this skill again will deactivate it.

***- refers to the anime Dragon Ball Z


- - - - -
c) Soul Linker
Before anything, take note of the following:
Es- skills work on monsters only, else you get stunned (for 0.5 seconds) and/or skill will fail
Ka- skills work on yourself, your family members (husband, child), and other Soul Linkers only. If used on others without Spirit of Soul Linker, you get stunned (for 0.5 seconds) and/or skill will fail
Spirit skills work only on the classes they are assigned to (no Spirit of Assassin for anyone other than Sin and SinX). If used on the wrong class, the spell will cast but nothing happens. Additionally, all spirit skills work on their transcendent counterparts (but note that Spirit of Advanced First does not affect regular 1st class characters, and Spirit of Super Novice only affects Super Novices, not Novices)

Unless otherwise stated, all spells are reduced by DEX.

Eska
Prerequisite: Spirit of Monk level 1
Skill Type: Active, Es-
Max Level: 3
Cast Time/Delay: 4 - 1 * skill level (3 seconds at level 1, 1 second at level 3)/0.5 seconds Delay
SP Cost: 75 - 25 * skill level (55 SP at level 1, 15 SP at level 3)
Duration: 10 * skill level (10 seconds at level 1, 30 seconds at level 3)

Description: According to Doddler, it increases DEF and mDEF but slows their walking/attack speed; According to some, it just increases DEF but disables movement. Regardless, this does not work on very high level monsters (there is no confirmation as of posting if your base level versus enemy base level affects success rate), although the animation may still occur.

[NOTE: In the lyamada skill calculator, the SP consumption is supposedly 100 SP at level 1, 80 SP at level 2, and 60 SP at level 3; I'll need confirmation from Eska users on this one]

Eske
Prerequisite: Spirit of Knight level 1
Skill Type: Active, Es-
Max Level: 3
Cast Time/Delay: 4 - 1 * skill level (3 seconds at level 1, 1 second at level 3)/0.5 seconds Delay
SP Cost: 75 - 25 * skill level (55 SP at level 1, 15 SP at level 3)
Duration: 10 * skill level (10 seconds at level 1, 30 seconds at level 3)

Description: monster's ATK x4, monsters DEF 1/2 (maybe it's like provoke in that it reduces both armor and VIT DEF, I'll need Eske testers for this).

After using any level of this skill, you have a three-second window wherein you can cast Esma.

Estin
Prerequisit: Spirit of Wizard level 1
Skill Type: Active, Es-
Max Level: 7
Cast Time/Delay: 0.1 seconds cast time/0.5 seconds Delay
SP Cost: 16 + 2 * skill level (18 SP at level 1, 30 SP at level 7)
Skill Damage Formula: 10% * skill level mATK

Description: On most enemies, 1 damage and knockback 2 cells. On Small size enemies, deals much more damage and knockback 2 cells. Damage affected by Mild Wind.

After using level 7 of this skill, you have a three-second window wherein you can cast Esma.

Estun
Prerequisite: Spirit of Wizard level 1
Skill Type: Active, Es-
Max Level: 7
Cast Time/Delay: 0.1 seconds cast time/0.5 seconds Delay
SP Cost: 16 + 2 * skill level (18 SP at level 1, 30 SP at level 7)
Skill Damage Formula: 5% * skill level mATK

Description: On most enemies, 1 damage. On Medium size enemies, deal much more damage and ridiculously high chance to stun for approximately 3 ~ 5 seconds. Damage affected by Mild Wind.

After using level 7 of this skill, you have a three-second window wherein you can cast Esma.

Esma
Prerequisite: Estin level 7, Estun level 7
Skill Type: Active, Es-
Max Level: 10
Cast Time/Delay: 2 seconds cast time (reduced by DEX)/0.5 seconds Delay
SP Cost**: 8 * skill level (8 SP at level 1, 80 SP at level 10)
Skill Damage Formula: (40 + base level) % * mATK * skill level†

Description: Using the spirits summoned by Estin, Estun, or Eske, this skill will deal massive damage on a target, and the higher your level, the more powerful it becomes. Damage affected by Mild Wind.
  • **- SP consumption progression cannot be confirmed at the moment, but I'm sure that it's 80 SP at level 10. According to the lyamada skill calculator it's 8 * skill level, while Doddler says it's 10 * skill level except at level 10, where it becomes 80 SP instead of 100. In either case, you'll still end up with 80 SP per cast at level 10
  • †- skill level affects number of bolts/times skill will hit
Eswoo
Prerequisite: Spirit of Priest level 1
Skill Type: Active, Es-
Max Level: 7
Cast Time/Delay: 1 second cast time (set)/0.5 seconds Delay
SP Cost: 85 - 10 * skill level (75 SP at level 1, 15 SP at level 7)
Duration: 1 * skill level

Description: Makes a target very dense by shrinking them (NOTE: their actual size is still the same, so size penalties, card effects, etc. still don't change, although Estun's stun rate seems to be considerably lower when target is under Eswoo effect). Because their bodies can't handle the sudden shift in density/weight, they move very slowly (Curse movement speed).

If you use Eswoo on a target that's already affected by Eswoo, you will get stunned and enemy will turn back to normal. Also, while this does work on MVPs, the duration is much shorter. Finally, there's this occassional/somewhat rare bug where the monsters sometimes stay under Eswoo effect far longer than they're supposed to be.

Personal note: This is one of my favorite spells, as it makes monsters look soooo cute <3 (even those normally unbearably ugly, like Dark Illusion)

Kaahi
Prerequisite: Spirit of Priest level 1, Spirit of Crusader level 1
Skill Type: Active, Ka-
Max Level: 7
Cast Time/Delay: No Cast Time/Delay
SP Cost: 5 * skill level (5 SP at level 1, 35 SP at level 7) and additional SP consumption (see below)
Duration: 30 minutes (or until SP is reduced to zero I think)
HP Recovered: 200 * skill level

Description: Simply put, this is Auto-Heal. Each time you receive a normal, non-skill attack (even if it misses), you are automatically healed, the amount depending on the level used (see HP Recovered). The heal isn't free, however; each time you heal, you automatically consume (5 * skill level) SP, and if you do not have enough SP, the skill will fail.

Kaina
Prerequisite: Happy Break level 1
Skill Type: Passive, Ka-
Max Level: 7

Description: This skill has many benefits
  • Regenerate SP faster when in Happy Break; formula is (30 + 10 * skill level)% more SP recovered with Happy Break [40% at level 1, 100% at level 7], so if you have level 10 Happy Break and level 7 Kaina you can recover at least 60 SP per tick (63 with /doridori)]
  • Adds to maxSP; gain +30 maxSP per level of Kaina (+210 SP at level 7)
  • Kaina reduces SP consumption** of Estun, Estin and Esma (depending on base level)
    • Below 70 -> no change
    • 70 ~ 79 -> -3% SP per level of Kaina (with level 7 Kaina: Estin/Estun level 7 -> 23 SP ... Esma level 10 -> 63 SP)
    • 80 ~ 89 -> -5% SP per level of Kaina (with level 7 Kaina: Estin/Estun level 7 -> 19 SP ... Esma level 10 -> 52 SP)
    • 90 ~ 99 -> -7% SP per level of Kaina (with level 7 Kaina: Estin/Estun level 7 -> 15 SP ... Esma level 10 -> 40 SP)
**- even if the actual SP consumption is lower, you cannot cast Estin, Estun or Esma if your SP is below the amount originally asked for by the skill (i.e. if you're level 90 and have only 50 SP, you cannot cast Esma even if the actual SP consumption is only 40)

Kaite
Skill Type: Active, Ka-
Prerequisite: Spirit of Wizard level 1
Max Level: 7
Cast Time/Delay: 6.5 - 0.5 * skill level (6 seconds at level 1, 3 seconds at level 7) (set)/No Delay
SP Cost: 70 SP
Duration: (1 * skill level) minutes

Description: Reflects magic back damage at enemy caster. Unlike other magic-reflecting equipment, this actually works against area spells as well. Normally it can only reflect magic damage once before dissipating, but at level 7 it can reflect magic twice (according to Doddler and lyamada the skill starts reflecting magic twice at level 5, need confirmation from willing testers).

Does not reflect magic spells from monsters whose level is higher than you, and especially does not reflect magic from MVPs (need confirmation on this).

Kaizel
Skill Type: Active, Ka-
Prerequisite: Spirit of Priest level 1
Max Level: 7
Cast Time/Delay: 5 - 0.5 * skill level (4.5 seconds at level 1, 2.5 seconds at level 7) (set)/No Delay
SP Cost: 130 - 10 * skill level (120 SP at level 1, 60 SP at level 7)
Duration: 30 minutes or until skill effect activates

Description: Simply put it's Auto-Resu. The moment you die, you are automatically resurrected and given a Kyrie Elesion-like barrier that will last for 2 seconds. Does not work inside agits (especially during WoE).

Kaupe
Skill Type: Active, Ka-
Prerequisite: Spirit of Rogue level 1
Max Level: 3
Cast Time/Delay: 0.5 seconds/No Delay
SP Cost: 10 + 10 * skill level (20 SP at level 1, 40 SP at level 3)
Duration: 10 minutes, or until skill effect activates

Description: The ultimate defense skill, this will block all sources of targetted damage, including Soul Destroyer [yes SD's INT-based a.k.a. "magic" damage can be blocked by Kaupe] and Extremity Fist. Success rate increases per level (33% at level 1, 66% at level 2, 100% at level 3).

Spirit of Star
Skill Type: Active, Spirit
Prerequisite: None
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Star Gladiator

Description: Imbues a Star Gladiator with the spirits of the greatest Star Gladiators in history, allowing him/her to truly activate the skill Solar, Lunar and Stellar Union.

Spirit of Soul Linker
Skill Type: Active, Spirit
Prerequisite: Spirit of Star level 1
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Soul Linker

Description: Imbues a Soul Linker with the spirits of the greatest Soul Linkers in history, allowing him/her to cast Ka- type spells on anybody and everybody. You cannot use this on yourself.

Spirit of Sage
Skill Type: Active, Spirit
Prerequisite: None
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Sage

Description: Imbues a Sage with the spirits of the greatest Sages in history, allowing him/her to be able to use AutoSpell at its fullest potential; if you know a level 10 bolt (fire/cold/lightning) and have learned AutoSpell, you can auto-cast a level 10 bolt instead of the regular level 1 / 2 / 3 bolts.

Spirit of Wizard
Skill Type: Active, Spirit
Prerequisite: Spirit of Sage level 1
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Wizard

Description: Imbues a Wizard with the spirits of the greatest Wizards in history, allowing him/her to be able to cast spells without a gemstone requirement (Fire Pillar, Safety Wall come into mind).

Spirit of Monk
Skill Type: Active, Spirit
Prerequisite: None
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Monk

Description: Imbues a Monk with the spirits of the greatest Monks in history, allowing him/her to gain several bonuses for the entire skill duration
  • The ability to regenerate SP while in Fury mode
  • Chain Combo does 5x5 splash damage
  • All combo skills cost less
Spirit of Priest
Skill Type: Active, Spirit
Prerequisite: Spirit of Monk level 1
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Priest

Description: Imbues a Priest with the spirits of the greatest Priests in history, allowing him/her to empower each Holy Light to great effect (Holy Light SP cost is x5, but Holy Light damage is also x5).

Spirit of Alchemist
Skill Type: Active, Spirit
Prerequisite: None
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Alchemist

Description: Imbues an Alchemist with the spirits of the greatest Alchemists in history, allowing him/her to gain several bonuses for the entire duration
  • (base level)% increase in potion effectiveness (up to 199% higher potion efficacy)
  • The ability to use Berzerk Pitcher on anybody (target must be level 85 or higher, and consumes two Berzerk Potions; duration is half the potion's original duration [if original duration is 20 minutes, Berzerk Pitcher will last 10 minutes])
  • If level 10 Pharmacy is learned, the ability to use the skill Twilight Pharmacy (basically hyperspeed potion-making, and if you have a Super Novice or Taekwon class in the party you can have additional options in brewing with Twilight Pharmacy)
Spirit of Blacksmith
Skill Type: Active, Spirit
Prerequisite: Spirit of Alchemist level 1
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Blacksmith

Description: Imbues a Blacksmith with the spirits of the greatest Blacksmiths in history, allowing him/her to use the skill Advanced Adrenaline Rush (I'm assuming you have to learn at least level 1 Adrenaline Rush to use this).
  • Advanced Adrenaline Rush is basically Adrenaline Rush but works with ALL melee weapons (not sure if it stacks with Doppelganger Card or 2H Quicken, need testers)
Spirit of Crusader
Skill Type: Active, Spirit
Prerequisite: None
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Crusader

Description: Imbues a Crusader with the spirits of the greatest Crusaders in history, allowing him/her to, for the duration of the buff, never miss with Shield Boomerang (which now does double its normal damage)

Spirit of Knight
Skill Type: Active, Spirit
Prerequisite: Spirit of Crusader level 1
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Knight

Description: Imbues a Knight with the spirits of the greatest Knights in history, allowing him/her to use the skill One Hand Quicken (must have learned level 10 2H Quicken first), which is basically a one-handed version of 2H Quicken.

Spirit of Super Novice
Skill Type: Active, Spirit
Prerequisite: None
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Super Novice

Description: Imbues a Super Novice with the spirits of the greatest Super Novices in history, allowing him/her to gain several bonuses for the entire duration
  • There is a small chance that the death record of the SN will be cleared by his/her Angel
  • At level 90 or higher, the SN can equip any headgear
  • At level 96 or higher, the SN can equip any level 4 1H Sword, Mace, Axe, Staff or Dagger
Spirit of Advanced First
Skill Type: Active, Spirit
Prerequisite: Spirit of Super Novice level 1
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: any transcendent first class

Description: Imbues an advanced first class who is level 70 or below with the spirits of the greatest advanced first classes in history, allowing him/her to gain a bonus to ALL stats, based on base level -10, with a maximum bonus of +50 to all stats.

I'm not sure if this means that it's 50 to all stats max, or +50 all stats, but it's likely the former, and not the latter...

Spirit of Bard and Dancer
Skill Type: Active, Spirit
Prerequisite: None
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Bard or Dancer

Description: Imbues a Bard or a Dancer with the spirits of the greatest performers in history, allowing him/her to gain several bonuses for the entire duration
  • They are affected by their own songs/dances
  • They move faster while performing
  • Whistle and Humming are linked*
  • Assassin Cross at Sunset and Please Don't Forget Me are linked
  • Bragi's Poem and Fortune's Kiss are linked
  • Apple of Idun and Service For You are linked
*- this means that if you learned level 10 of your class' skill, you can use level 10 of the equivalent skill of the opposite gender (e.g. my Dancer has learned level 10 Fortune's Kiss, with the Spirit buff she can now cast Bragi's Poem or Fortune's Kiss)


Spirit of Hunter
Skill Type: Active, Spirit
Prerequisite: Spirit of Bard and Dancer level 1
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Hunter

Description: Imbues a Hunter with the spirits of the greatest Hunters in history, allowing him/her to gain several bonuses for the entire duration
  • Beast Bane damage bonus is increased, and can be further increased with higher amounts of STR
  • If Hunter has learned Double Strafe level 10, he/she can use Beast Strafing (very powerful anti-brute (and anti-insect?) skill, heavily affected by STR as well as DEX)
Spirit of Assassin
Skill Type: Active, Spirit
Prerequisite: None
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Assassin

Description: Imbues an Assassin with the spirits of the greatest Assassins in history, allowing him/her to inflict double damage with Sonic Blow. In WoE the bonus is only 1.5x and not double damage.

Spirit of Rogue
Skill Type: Active, Spirit
Prerequisite: Spirit of Assassin level 1
Max Level: 5
Cast Time/Delay: 1 second/No Delay
SP Cost: 560 - 100 * skill level (460 SP at level 1, 60 SP at level 5)
Duration: 100 + 50 * skill level (150 seconds at level 1, 350 seconds at level 5)
Target: Rogue

Description: Imbues a Rogue with the spirits of the greatest Rogues in history, allowing him/her to gain several bonuses for the entire duration
  • Immunity to Dispel
  • even greater HP recovery when using potions made by a ranked Alchemist (type /alchemist to see who are the ranked Alchemists on your server)
  • Chase Walk movement speed increased, and STR bonus of skill lasts 5 minutes (instead of 20 seconds)
- - - - -
V. Builds
So now you know what the skills are, you're ready to face Rune-Midgard as a Taekwon, right? Well, not quite. You still need to learn about the builds that will help you maximize your character's potential (note that the builds I am about to give are not final, they are intended to be completed before level 99, and include equipment and job bonuses).

Here are the job bonuses for the Taekwon, the Star Gladiator and the Soul Linker, useful in determining your final build:
Job 50 bonuses for the Taekwon would be: +6 STR, +6 AGI, +6 DEX
Job 50 bonuses for the Star Gladiator would be: +12 STR, +12 AGI, +6 DEX
Job 50 bonuses for the Soul Linker would be: +6 VIT, +12 INT, +12 DEX

Now you have the basic bonuses, let's see the builds.

Taekwons, Star Gladiators, and Taekwon Rankers have very similar builds. You have at least two types: AGI type, and AGI/VIT type. This refers to their emphasis on the defensive stats.

Generally you'd have this basic buildup for the Taekwon, the Star Gladiator and the Taekwon Ranker (with bonuses and equipment):
90 STR
80 AGI
50 DEX

High STR means high damage output. High AGI allows you to dodge attacks more often, but is much more useful as a stat that helps you dish out more damage in a given time frame. Average to above average DEX is necessary not only to make your attacks connect, but also because a lot of Star Gladiator skills are affected by DEX (plus DEX adds to damage and ASPD, although not as effectively as STR or AGI).

If you're going for VIT, it's usually to either increase the maxHP, but more importantly it's to help resist status ailments including the much-feared Stun.


Soul Linkers are different in build mainly because you lose all your kicks and are limited to either Esma or daggers for effective levelling. With that said, here are three possible builds for Soul Linkers:
Build A (cookie-cutter Esma build)
90 INT
70 ~ 90 DEX
the rest into VIT and maybe some STR to make levelling as a Taekwon much easier

Build B (WoE tanker/buffer)
90 VIT
60 or more INT
the rest into DEX and STR (STR helps in the potion-carrying)

Build C (dagger user)
90 STR
80 AGI
50 DEX
the rest into INT and/or VIT

Build C can work primarily as a buffer, especially if you're making a Soul Linker for the sake of buffing just a few characters. A more extreme variant of Build C would switch STR with INT, making it a sort of AGI Esma build (remember the AGI Wizard? Only this time this actually works better than the AGI Wizard originally was, thanks to Esma).

Regarding the stat progression, basically just get what you feel is necessary for your character, and remember to plan ahead. If you feel you're getting hit too often, raise AGI. If you feel you're doing too little damage, raise STR. If you notice you're seeing Miss too often, raise DEX.

At the moment, the only way you can reset your stats would be by transcending, and that feature is currently unavailable (perhaps never available) to expanded classes.

...
Now we're done with stat builds, what about skill builds:
  • If there's one kick I have to take, it would be Flying Kick, not because of the damage output, but because
    1. it dispels Soul Linker-related buffs (unless Stalker has Plagiarism activated)
    2. it gets me to the enemy in an instant
    3. it's needed for Tumbling, perhaps the best defensive skill of any 1st class character
  • All kicks are good, but if you're going
    • Taekwon Ranker, remember that Counter Attack does not work as a combo kick
    • Star Gladiator, preferrably limit yourself to 2 or 3 kicks, to lessen the confusion (because the stances go off at random)... and if possible, get Counter Kick, especially if you're planning to get the celestial Team-Up
    • Soul Linker, don't take any kicks unless you're planning to go job 50; you can get all necessary skills including Tumbling at job level 43, so no need to push yourself further
  • Only take Taekwon Mission if you plan to fight for the position of Taekwon Ranker, because it becomes useless when you job change
  • If there was one skill I cannot live without (as a Taekwon class), it would be Mild Wind. Get it, max it, love it
  • Sprint and Leap are nifty, but may or may not work for you, depending on skill point availability and necessity
  • As a Star Gladiator, plan your skills ahead!
    • Blessings, for many, seem to be a waste of skill points. However, that seems to only apply on hardcore players; for the average player, you might want to get Solar or Lunar Blessing to help you level easier (especially since the job levelling of a Star Gladiator is hell).
    • Be careful in marking maps and targets; once set, they are very difficult to change (the only way to change it is by making the angel appear, and that can take up to two hours)
    • Taking the celestial Union is highly recommended, but if you really don't want to, it's still your call (you can still be strong without it, you just won't be able to do your maximum potential)
    • The protections are surprisingly effective (especially Solar and Stellar Protections), and are highly recommended especially in PvP/WoE conditions
    • If you're into PvP or WoE, take the Heat skills! The ability to disable every class except Crit Sin(X)s, Crit Knights and DD Sin(X)s is invaluable
    • Only those who are insane enough to reduce their vision to 5x5 cells would be willing to max the celestial Shadow skill; try keeping it at level 7 or lower
    • If you're still confused as to what Star Gladiator skills to get, don't worry, you can always place skill points in Taekwon skills anyway
  • As a Soul Linker, you can never have enough skill points
    • Realize your role in the game: are your skills support-oriented? Soloist? Magical or melee?
    • Take only the skills you feel matter the most; if you're going Esma, preferrably get Esma and Kaina as well (since it helps you conserve SP)
    • Regarding Eska and Eswoo: you can get both if you wish, but preferrably only for comparison purposes
    • Only take Eske if you want to piss off a lot of people (especially with Dead Branch). Don't be surprised if someone (or some people) report you for skill abuse, though
    • If you're into PvP and WoE, place emphasis on Kaite and Kaupe as your primary protective skills
    • Don't max Kaahi unless you're tanking MVPs; the drain on SP is a great burden on you even with 99 INT and full INT/SP equips
    • For levelling, low levels of Kaahi + some points into Kaizel is a blessing
    • Take note that even if you dedicate all your 49 job points to Spirits, you can only get to maximize up to 9 spirits, and have one spirit up to level 4 only. You can't please everybody, so try to focus on who to buff
- - - - -
VI. Levelling Guide
Where to level? I can't give you a full step-by-step procedure on where to go and what to kill to level up fast, because the speed of levelling depends on a lot of things and not just builds and equips. Here are a few suggestions though:

From 1/1 Novice to level 12/10 (if you wish to job change now, you can do so... but if you wish to job change at a higher level, you may do so as well): Novice Training Grounds. You can't level faster than by clicking an NPC once and spamming the Enter key for a few seconds until you get 1 base and/or 1 job EXP... except perhaps if you could kill a Poring in 1 ~ 2 hits and the server has a x40 EXP mod.

13/1 Taekwon to level 25: Payon Caves 1 is the closest and most convenient place to level; you're likely to find other taekwons as well, so you can take advantage of Kihop early on. Alternatively, you can go to Morroc Pyramids and kill Poporings.

25 ~ 40: Wolves 2 maps South from Payon, or Smokies 2 maps East from Payon. They give good base EXP, nice loots, and are pretty easy to kill.

40 ~ 50: Elder Wilows, Male Thief Bugs, or if you have 130+ Flee, Metallings two maps South from Juno. The nice thing about Male Thief Bugs is that they're weak to Mild Wind 7 and spawn faster than rabbits do; you have plenty of them going around in Culverts level 3 & 4. You can try Toy Factory level 1 if you wish, but do bring a Cranial Guard.

50 ~ 65: You can stay on Metallings or Male Thief Bugs, look for Porcellios or -- if you're well-funded or have very high Flee -- you can kill Noxious in Einbroch Dungeon. Toy Factory level 2 seems to be a good alternative as well, especially with formless monster reduction gear

.:Taekwon or Star Gladiator or Soul Linker (dagger type):.
65 and above: You can basically level in the same areas as a combo Monk

.:Soul Linker (Esma type):.
65 and above: Given that you already got some levels of Esma by this time, you can level on Geographers or Enchanted Soil up to level 80, then level like a bolter Sage the rest of the way


- - - - -
VII. Job Change Guide
Now that you've read up to this point, I'm guessing you want to job change to Taekwon, right? The job change test(s) are easy, really.

Novice to Taekwon: The job change NPC is a Monk who can be found a little north of the Payon Kafra (there are two Kafras in Payon, the one I'm referring to is the one near the southern exit of Payon). Unless you're an extremely high-level Novice, to job change you simply have to level up. If you're a 50+ Novice, however, you might have the option to skip this and job change immediately (need confirmation however).

NOTE: You can only job change to Taekwon if you are job 10 as a Novice, and have spent all your Novice skill points

! UPDATE: If your Novice is level 20 or higher, Phoenix will no longer ask you to level up as part of the job change test.

Taekwon to Star Gladiator: The job change NPC is another Monk by the name of Moo Hyun. He is located east of the Payon Kafra (again the one near the southern exit of Payon), standing near the Drunken Man. He will send you off to find a spiritualist who can be found in Comodo (he can be found at the top of the spiral hill that's at the center of Comodo). The spiritualist will ask you to bring to him the following:
  • Flame Heart, 1 piece
  • Rough Wind, 1 piece
  • Mystic Frozen, 1 piece
  • Great Nature, 1 piece
After giving him the said items, he will send you to the Room of the Sun. The NPC here will recite a poem relating to the abilities of the Star Gladiator, then will ask you when the Sun would give its blessings upon you (the answer would have an Even day, and a Small monster in it). He will then send you to the Room of the Moon, where another NPC will recite the poem once more and will ask you when the Moon will give its blessings upon you (the answer would have an Odd day, and a Medium monster in it). He will then send you to the Room of the Stars. The lady here has just one mission for you: to bring the following to her
  • Star Dust, 1 piece
  • Star Crumb, 1 piece
If ever you make a mistake in the rooms, or once you speak to the lady for the first time, you will be automatically teleported to Payon. Try talking to Moo Hyun before going back to Comodo to continue or complete the test. Once you've given the lady what she asked for, you can talk to Moo Hyun for one last time to become a Star Gladiator.

NOTE: you can only take the quest if you are job 40 or higher, and you have spent all your 1st job skill points

Taekwon to Soul Linker: This is actually the easiest 2nd job change I've seen since the Blacksmith job change quest. In the northwest part of Morroc, just before the portal leading to the Pyramids, there's a building that, when you enter, looks like a bar. If you look around the inside of this bar, there's another room with an NPC named Kid (looks like a child with a brown overcoat and cap). Kid will tell you s/he is over 300 years old, and is the job change NPC for Soul Linker. S/he will ask you for the following:
  • Witherless Rose, 1 piece
  • 3carat Diamond, 1 piece
  • Immortal Heart, 1 piece
Once you've given him/her the requested materials, you will be transported into a black area that you can only stay in for a limited time (I think it was 3 minutes). You will find yourself in the middle of four NPCs, including Kid. Kid will tell you that you've been transported inside your mind, and you are recommended (not required, strangely... you might be able to skip talking to the three NPCs, never tried myself though) to speak to the other three.

Once you've made up your mind, the ritual for change begins, and viola! You're now a Soul Linker!


- - - - -
VIII. Credits
I'd like to thank Doddler of Ragnainfo, the creator of the lyamada skill calculator, and Divine Assault (as well as all those who contributed to his thread) for skill descriptions and testing.

But most of all I'd like to thank you, dear reader, for giving the time and patience to read this extremely long guide of mine ^^


- - - - - -
IX. Kick-Spamming (Taekwon Ranker)

A Taekwon Ranker in RO Empire forums named Eirgorn did some testing and practice on the TK Ranker's ability to spam kicks endlessly, and here's his findings:
  1. You cannot spam kicks until you have at least ONE of the three spammable kick stances active (so you have to have Heel Drop Stance, Roundhouse Stance, or Tornado Stance activate before you can start spamming kicks)
  2. The first kick is always the the kick of the activated stance (i.e. if you have Heel Drop Stance as your only stance activated, then the first kick you must always activate before kick spamming would be Heel Drop)
  3. You cannot use the same kick for two consecutive times. You can alternate between kicks (e.g. Heel Drop - Roundhouse - Heel Drop - Roundhouse), but you cannot spam two of the same kick (e.g. Tornado - Tornado).
  4. You cannot spam Flying Kick
Keep these in mind, and you'll be able to kick spam your way to 99 :3