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.
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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.
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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.
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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:
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:
*- 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 90ยบ 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
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
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
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:
***- 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.
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
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
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
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).
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
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
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
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
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:
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:
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:
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:
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
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
*- 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 90ยบ 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).
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).
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).
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
***- 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
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)
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
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)
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)
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
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
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)
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
- Star Dust, 1 piece
- Star Crumb, 1 piece
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 made up your mind, the ritual for change begins, and viola! You're now a Soul Linker!
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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 ^^
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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
nice blog.. it kills 30mins of my time but, worth it
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