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)
- 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
- it dispels Soul Linker-related buffs (unless Stalker has Plagiarism activated)
- it gets me to the enemy in an instant
- 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:
- 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)
- 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)
- 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).
- You cannot spam Flying Kick
Keep these in mind, and you'll be able to kick spam your way to 99 :3