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Taekwon Class guide

 

Taekwon Kid Skills

Sprint – Active

Skill Form: Movement
Max Level: 10
SP Cost: Depends on Skill level.
Target: Self
Cast Time: Depends on Skill level.
Delay: 0.5 seconds
Duration: Instant, Spurt Status 150 seconds
Prerequisites: None

Description: Enable the caster to run with incredible speed. You cannot change direction of where you’re running. While running you can stop using Sprint skill by simply using it again (no SP cost to stop) or using another skill or running into the wall.

At levels 7 and above, this skill endows the caster with the Spurt status, which will temporarily increase +10 STR and a (+10% per Sprint Lv) damage to the kick skills for 150 seconds if the caster stops running and is barehanded. Spurt status is cancelled if the caster equips a weapon. Each level of the Sprint skill increases its user's barehanded damage by +10 for maximum of +100 and ignores defense. This effect is always working whether you are or not under Spurt mode and unarmed. Soul Linker and Taekwon Master can still activate Spurt Status.

Casting Time and SP Cost
[Lv 1] 6 Sec Cast Time, 100 SP
[Lv 2] 5 Sec Cast Time, 90 SP
[Lv 3] 4 Sec Cast Time, 80 SP
[Lv 4] 3 Sec Cast Time, 70 SP
[Lv 5] 2 Sec Cast Time, 60 SP
[Lv 6] 1 Sec Cast Time, 50 SP
[Lv 7] 0 Sec Cast Time, 40 SP
[Lv 8] 0 Sec Cast Time, 30 SP
[Lv 9] 0 Sec Cast Time, 20 SP
[Lv 10]0 Sec Cast Time, 10 SP


Tornado Stance – Active

Skill Form: Stance
Max Level: 1
SP Cost: 1 SP
Target: Self
Cast Time: Instant
Delay: None
Duration: Until turned off.
Prerequisites: Tornado Kick 1

Description: Tornado Stance is a stance skill. Like all the stance skills, Tornado Stance is a skill which you can activate or deactivate at any time just by pressing the skill and has no immediate effect.

When Tornado Stance is active, while attacking there is a 15% chance with each hit that your character will stop attacking and will say "Tornado Stance!!" above his head. This delay lasts for 2 seconds, and during this time you may choose to use the skill Tornado Kick.

It is possible to have multiple stances prepared. Soul Linkers cannot perform this skill. It remains after death.



Tornado Kick – Active

Skill Form: Offensive
Max Level: 7
SP Cost: Depends on Skill level.
Target: Enemy
Range: Melee
Area: 5 x 5 cells
Cast Time: Instant
Delay: None
Duration: Instant
Prerequisites: None

Description: Caster must be in Tornado Stance to perform this skill, which will attack all enemies
within a 5*5 cell area around the caster. Soul Linkers cannot perform this skill.

SP Cost & Attack Damage
[Lv 1] 14 SP, 180% ATK
[Lv 2] 12 SP, 200% ATK
[Lv 3] 10 SP, 220% ATK
[Lv 4] 8 SP, 240% ATK
[Lv 5] 6 SP, 260% ATK
[Lv 6] 4 SP, 280% ATK
[Lv 7] 2 SP, 300% ATK



Heel Drop Stance – Active

Skill Form: Stance
Max Level: 1
SP Cost: 1 SP
Target: Self
Cast Time: Instant
Delay: None
Duration: Until turned off.
Prerequisites: Heel Drop 1

Description: Heel Drop Stance is a stance skill. Like all the stance skills, Heel Drop Stance is a skill which you can activate or deactivate at any time just by pressing the skill and has no immediate effect.

When Heel Drop Stance is active, while attacking there is a 15% chance with each hit that your character will stop attacking and will say "Heel Drop Stance!!" above his head. This delay lasts for 2 seconds, and during this time you may chose to use the skill Heel Drop.

It is possible to have multiple stances prepared. Soul Linkers cannot perform this skill. It remains after death.



Heel Drop – Active

Skill Form: Offensive
Max Level: 7
SP Cost: Depends on Skill level.
Target: Enemy
Range: Melee
Cast Time: Instant
Delay: None
Duration: Instant
Prerequisites: None

Description: Caster must be in Heel Drop Stance to perform this skill, which will inflict damage and cause the Stun effect for 3 seconds on the targeted enemy. Soul Linkers cannot perform this skill.

SP Cost & Attack Damage
[Lv 1] 14 SP, 180% ATK
[Lv 2] 12 SP, 200% ATK
[Lv 3] 10 SP, 220% ATK
[Lv 4] 8 SP, 240% ATK
[Lv 5] 6 SP, 260% ATK
[Lv 6] 4 SP, 280% ATK
[Lv 7] 2 SP, 300% ATK



Roundhouse Stance – Active

Skill Form: Stance
Max Level: 1
SP Cost: 1 SP
Target: Self
Cast Time: Instant
Delay: None
Duration: Until turned off.
Prerequisites: Roundhouse 1

Description: Roundhouse Stance is a stance skill. Like all the stance skills, Roundhouse Stance is a skill which you can activate or deactivate at any time just by pressing the skill and has no immediate effect.

When Roundhouse Stance is active, while attacking there is a 15% chance with each hit that your character will stop attacking and will say “Roundhouse Stance!!” above his head. This delay lasts for 2 seconds, and during this time you may chose to use the skill Roundhouse.

It is possible to have multiple stances prepared. Soul Linkers cannot perform this skill. It remains after death.



Roundhouse – Active

Skill Form: Offensive
Max Level: 7
SP Cost: Depends on Skill level.
Target: Enemy
Range: Melee
Area: 3 x 3 cells
Cast Time: Instant
Delay: None
Duration: Instant
Prerequisites: None

Description: When you activate Roundhouse, you do a circular kick that does great damage on one target and sends the rest of your opponents flying. When roundhouse is used, all monsters in a 3 x 3 area around the targeted enemy are knocked back. Enemies that are pushed do not receive any damage.
Soul Linkers cannot perform this skill.

SP Cost & Attack Damage
[Lv 1] 14 SP, 220% ATK
[Lv 2] 12 SP, 250% ATK
[Lv 3] 10 SP, 280% ATK
[Lv 4] 8 SP, 310% ATK
[Lv 5] 6 SP, 340% ATK
[Lv 6] 4 SP, 370% ATK
[Lv 7] 2 SP, 400% ATK



Counter Kick Stance – Active

Skill Form: Stance
Max Level: 1
SP Cost: 1 SP
Target: Self
Cast Time: Instant
Delay: None
Duration: Until turned off.
Prerequisites: Counter Kick 1

Description: Counter Kick Stance is a stance skill. Like all the stance skills, Counter Kick Stance is a skill, which you can activate or deactivate at any, time and has no immediate effect.

Counter Kick differs from other kicks that when it is active, there is a 20% chance that the kick will activate while attacking. The delay lasts for 2 seconds, and during this time you may chose to use the skill Counter Kick.

It is possible to have multiple stances prepared. Soul Linkers cannot perform this skill. It remains after death.



Counter Kick – Active

Skill Form: Offensive
Max Level: 7
SP Cost: Depends on Skill level.
Target: Enemy
Range: Melee
Area: 5 x 5 cells
Cast Time: Instant
Delay: None
Duration: Instant
Prerequisites: None
Description: Caster must be in Counter Kick Stance to perform this skill, which will always hit its target. Soul Linkers cannot perform this skill.

SP Cost & Attack Damage
[Lv 1] 14 SP, 220% ATK
[Lv 2] 12 SP, 250% ATK
[Lv 3] 10 SP, 280% ATK
[Lv 4] 8 SP, 310% ATK
[Lv 5] 6 SP, 340% ATK
[Lv 6] 4 SP, 370% ATK
[Lv 7] 2 SP, 400% ATK



Tumbling – Active

Skill Form: Stance
Max Level: 1
SP Cost: 1 SP
Target: Self
Cast Time: Instant
Delay: None
Duration: Until turned off.
Prerequisites: Flying Kick 7

Description: Tumbling is similar to other stance skills, but unlike other stances there is a 20% chance that Tumbling will activate only when taking ranged damage (including magic attacks). When Tumbling triggers, you will fully dodge the attack. While there is no delay associated with this skill like there is with other stances, but after Tumbling activates to dodge an attack you may elect to use Flying Kick to jump instantly to that target and deal bonus damage.

If you use Tumbling while in the Spurt state given from the Sprint skill, Tumbling will actually trigger to block melee attacks as well.

It is possible to have multiple stances prepared. Soul Linkers can perform this skill unlike other stances. It remains after death.



Flying Kick – Active

Skill Form: Offensive
Max Level: 7
SP Cost: Depends on Skill level.
Target: Enemy
Range: 10 cells
Cast Time: Instant
Delay: None
Duration: Instant
Prerequisites: None

Description: Attack a distant enemy with a kick that instantly close the gap between the target and the player. When in Tumbling status, the caster's Base Level affects the amount of inflicted damage. Flying Kick will have increased damage affected by Base Level. If Spurt is active or if enemy is running, Flying Kick will inflict enhanced damage. Flying Kick will also cancel most positive statuses on the target, which include Spirit statuses endowed by Soul Linkers, One Hand Quicken, Kaahi, Kaite, and the Berserk Potion effect. However, Stalkers can protect themselves from this positive status removal effect with their Preserve skill. This skill can be copied by Rogue’s Intimidate skill. Flying Kick is not block by Pneuma skill is not considered a range attack. Linkers cannot perform this skill.

SP Cost & Attack Damage
[Lv 1] 70 SP, 40%
[Lv 2] 60 SP, 50%
[Lv 3] 50 SP, 60%
[Lv 4] 40 SP, 70%
[Lv 5] 30 SP, 80%
[Lv 6] 20 SP, 90%
[Lv 7] 10 SP, 100%



Peaceful Break – Passive

Skill Form: Passive
Max Level: 10
Range: 1 cell away from another Taekwon class player
Prerequisites: None

Description: When two or more Taekwon Class characters sit next to each other, HP will be restored for both characters. This HP restoration is affected by Max HP and enhanced by an additional +30 HP with the /doridori command. This skill does not work over 50% weight.

Base HP Recovered
[Lv 1] HP +30
[Lv 2] HP +60
[Lv 3] HP +90
[Lv 4] HP +120
[Lv 5] HP +150
[Lv 6] HP +180
[Lv 7] HP +210
[Lv 8] HP +240
[Lv 9] HP +270
[Lv 10]HP +300



Happy Break – Passive

Skill Form: Passive
Max Level: 10
Range: 1 cell away from another Taekwon class player
Duration: Happiness Status 30 min
Prerequisites: None

Description: When two or more Taekwon Class characters sit next to each other, SP will be restored
but only for the characters with Happy Break. This SP restoration is affected by Max SP and enhanced by an additional +3 SP with the /doridori command.

If you use /doridori command when the sp recovery number show up, you will gain the "Happiness" status. An icon will show on the right side, which resembles Gloria, and last for 30 minutes. During this status, the caster will be able to use an Earth Spike spell scroll, with a high probability of it not being consumed during the cast. Using the Earth Spike scroll during this status will consume 10 SP. This skill does not work over 50% weight. The Happy Status remains after death.

Base SP Recovered & Chance of Scroll not being consumed
[Lv 1] SP +3 10%
[Lv 2] SP +6 9%
[Lv 3] SP +9 8%
[Lv 4] SP +12 7%
[Lv 5] SP +15 6%
[Lv 6] SP +18 5%
[Lv 7] SP +21 4%
[Lv 8] SP +24 3%
[Lv 9] SP +27 2%
[Lv 10]SP +30 1%



Kihop – Passive

Skill Form: Passive
Max Level: 5
Range: As far as party members are in the same map.
Prerequisites: None

Description: Increase Attack Power based on the number of Party Members on the same map. Kihop affects all regular attacks, and skills, but does not multiply damage from skills (i.e.: if fighting chant gives you a 50% attack bonus and you do an attack skill that deals 300% attack, the total damage will be 350%).

Additional Damage by Level
[Lv 1] +2% per Party Member
[Lv 2] +4% per Party Member
[Lv 3] +6% per Party Member
[Lv 4] +8% per Party Member
[Lv 5] +10% per Party Member



Mild Wind – Active

Skill Form: Supportive
Max Level: 7
SP Cost: Depends on Skill level.
Target: Self
Cast Time: Instant
Delay: None
Duration: 5 minutes
Prerequisites: Peaceful Break 5, Happy Break 5, Kihop 5

Description: Summon a wind that will enchant the caster's attacks for 5 minutes with an elemental property based on the level of the cast skill. It remains after death.

Mild Wind will not cancel if you change weapon except for Holy Element Endow. This skill affect Taekwon Master Solar Heat, Lunar Heat, Stellar Heat skills and Soul Linker Estin, Estun, Esma skills.

SP Consumption and Property by Skill Level
[Lv 1] Earth (20 SP)
[Lv 2] Wind (20 SP)
[Lv 3] Water (20 SP)
[Lv 4] Fire (20 SP)
[Lv 5] Ghost (50 SP)
[Lv 6] Shadow (50 SP)
[Lv 7] Holy (50 SP)



Leap – Active

Skill Form: Movement
Max Level: 5
SP Cost: 50 SP
Target: Self
Cast Time: Depends on Skill level.
Delay: None
Duration: Instant
Prerequisites: None

Description: Leap to a targeted cell within the skill's range. So long as the cell in which you will end is not dead or inaccessible, the caster can leap over walls and obstacles. If the cell isn't valid, your character will simply stay in its original spot. You can only Leap in a straight line. Leap cannot be used in areas where Fly Wings are disabled, except for WoE (Guild War) maps. This skill can’t be interrupted.

Cast Time & Skill Range by Level
[Lv 1] 5 sec, 2 cells
[Lv 2] 4 sec, 4 cells
[Lv 3] 3 sec, 6 cells
[Lv 4] 2 sec, 8 cells
[Lv 5] 1 sec, 10 cells




Taekwon Mission – Active

Skill Form: Ranking (/taekwon)
Max Level: 1
SP Cost: 10 SP
Target: Self
Cast Time: 1 second
Delay: None
Duration: Instant
Prerequisites: Kihop 5

Description: This skill is disabled once a character changes to an advanced job, such as Taekwon Master or Soul Linker, you will lose your existing points/rank and be unable to use Taekwon Mission anymore.

The first time you activate Taekwon Mission, the target you are currently fighting will be declared as a mission target. Activating this skill will display the current monster target for the Taekwon Mission. Taekwon Boys and Girls will earn 1 Taekwon Mission Point by defeating 100 target of that kind of monster (does not have to be in a row). Fulfilling the 100 target monster quota will begin a new Taekwon Mission with a randomly chosen target.

Mini Boss and Boss monsters will never be chosen as targets. If you ever find the choice of target to be unfair, if your target percent is at 0%(no monster killed yet) you have a 1% chance to receive a new random target when using Taekwon Mission again.

Taekwon characters that achieve the Top 10 Taekwon Ranking by earning the most Taekwon Mission Points can string combos with the Tornado Kick, Roundhouse, Heel Drop, and Counter Kick skills without waiting for the stance to activate, but you have to prepare the stance of at least 1 and spam when triggers. Also you must make alternate kicks, if you do the same kick twice, the spam ends. In effect, you have unlimited usage of your kicks. However, you cannot do Flying Kick as part of an infinite combo. Taekwon Rankers at Base Level 90 and above with have tripled Max HP and SP, and will be able to use all Taekwon Boy and Girl skills. You however will lose the bonus if you are bumped off the top 10. You can check the top 10 ranking by using /taekwon in the RO client.

 

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