| TaeKwon Kid | |||||||||||||
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| Job Base(s): | Novice | ||||||||||||
| Job Type: | First (Expanded) | ||||||||||||
| Job Level: | 50 | ||||||||||||
| Race: | Human | ||||||||||||
| Changes At: | Payon | ||||||||||||
| Number of Skills: | 17 | ||||||||||||
| Total Skill Points: | 88 | ||||||||||||
| Total Quest Skills: | 0 | ||||||||||||
| Job Bonuses | |||||||||||||
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TaeKwon Kids (also referred to as TaeKwon Boy/Girl) are practitioners of the art of TaeKwon-Do, a martial art focused on high and fast kicks with an emphasis on discipline, respect, and self-defense. They forgo the use of traditional weapons and instead specialize only on honing their body and mind into a powerful weapon. While not necessarily native to the town of Payon, many TaeKwon Kids start their journey there due its peaceful and mindful ways of life.
A TaeKwon Kid's equipment is limited and they are unable to equip any weapon until they move to the next Job Class, relying on their high STR and Sprint bonuses for more ATK. On top of that, using combat skills requires them to first enter a corresponding "Stance" by activating it and waiting for the change to trigger while attack an enemy, making encounters much more complicated than other classes.
However, TaeKwon Kids have impeccable movement abilities, such as Flying Kick and Leap, and the ability to change the Element of their attacks via Mild Wind to deal even more damage to monsters based on their element's weakness.
NOTE: This class is not recommended for new players as it is difficult to play effectively. The Stance system can be confusing and unreliable while limited equipment and lack of more straightforward skills may be frustrating to some players.
Job Change Guide
edit- See TaeKwon Kid Job Change Guide for a full guide.
Once you are a Job Level 10 Novice, you have 2 methods of changing into a TaeKwon Kid:
- Go to the TaeKwon Classroom on the 2nd Floor of Criatura Academy and speak to the NPC named Arang who sends you to Payon. Then, follow the TaeKwon Kid Job Change Guide for information.
- Alternatively, travel to Payon and speak to the NPC named Phoenix at . Then, follow the TaeKwon Kid Job Change Guide for information.
Regardless of how you Job Change, Phoenix will reward you with a
Guard.
Builds
editConsiderations
editTaeKwon Kids will choose to become either physical-focused TaeKwon Masters or magical-focused Soul Linkers once they are Job Level 50. This will not affect physical builds much but due to TKKs having no magic-based builds, it is important to understand how to Stat Reset after changing to ensure a smooth (and free) transition if going magic.
- See TaeKwon Master Builds or Soul Linker Builds for second class stat builds to help decide on the path you will take.
Due to the difficulty/unreliability of using combat skills for this class, one recommendation is to get any slotted Accessory carded with a
Marine Sphere Card to use Magnum Break on mobs of monsters to level all the way to Base Level 99, ignoring the skill mechanics for this and the TaeKwon Master Class entirely. However, this will not be an option for a brand new player obviously and feels like cheating if you wanted the true TaeKwon Class experience.
I. Tornado Kick
editRecommended stats by Base Level 40:
- STR: 40
- AGI: 20
- VIT: 30
- INT: 1
- DEX: 20
- LUK: 1
This will be the most viable method of leveling due to Tornado Kick being the only AOE skill in the TKK's arsenal. As with every Kick, you will first to need to have your Tornado Stance activated before you will be able to proc Tornado Kick based on a 15% with every auto-attack. The goal is to group up small mobs of monsters and kick one of them repeated until your AOE skill can be used.
Decent VIT for a higher HP pool is recommended, to survive the mobs you group up, but AGI is needed for ASPD to allow for more chances to proc your Kick. STR remains the primary damage stat for this class.
Making sure to use Sprint for the damage boost, and Flying Kick and Leap to move around, will make this build feel more fun. Making sure to know your enemy's element will allow you to imbue your attacks with the opposing one using Mild Wind for maximum damage.
Primary Skills: Tornado Stance, Tornado Kick, Mild Wind
Complementary Skills: Sprint, Flying Kick
II. Counter Kick & Roundhouse
editRecommended stats by Base Level 40:
- STR: 20
- AGI: 52
- VIT: 1
- INT: 1
- DEX: 20
- LUK: 1
This build focuses on hitting hard and fast with Counter Kick, a strong attack that never misses, while in Counter Kick Stance and switching to Roundhouse Stance to use Roundhouse to push away and Stun other targets if you get ganged up on by groups of monsters. Ideal monsters to kill for this build are passive monsters, such as Willow or Bigfoot, so you do not get mobbed.
This method will rely on a higher AGI stat for increased ASPD to proc Kick Stances more often and more FLEE to take less hits from fighting monsters one-on-one. While Counter Kick ignores FLEE, you will still need DEX for HIT for your auto-attacks to proc it. STR is your primary damage stat but may be secondary until later on due to Kick proc rates needing ASPD.
Making sure to use Sprint for the damage boost, and Flying Kick to move around, will make this build feel more fun. Making sure to know your enemy's element will allow you to imbue your attacks with the opposing one using Mild Wind for maximum damage.
Primary Skills: Counter Kick Stance, Counter Kick, Roundhouse Stance, Roundhouse, Mild Wind
Complementary Skills: Sprint, Flying Kick
TaeKwon Ranker
editTaeKwon rankers are permanent first class characters, utilizing the bonuses from the TaeKwon Missions/ranking system to maximize their potential. Rankers must complete TaeKwon Missions (see link below) in order to become and stay ranked.
Before getting the 9x ranker bonus (Giving 3x HP/SP, access to all TaeKwon skills), TaeKwon Kid's max HP is low (2676 hp at lvl 89 with 1 vit. 50 vit at the same level is 3975 hp), so agi builds are heavily advised for early levels if you're going to solo.
For a ranker, Agi serves 3 purposes. First is flee. Second is to trigger one of your stances (when you are 9x ranker, you will have all 4 stances active). The third is that once you have started kicking, Agi does, in fact, speed up the rate at which you kick. The kicks have an ASPD-based cooldown, and the higher your ASPD, the faster you can spam your kicks.
If you are WoE or PvP minded, getting vit at higher levels to create a hybrid build is a good idea.
Do not forget that you can get +10 str through spurt status.
Pure PvM
editThis build relies heavily on aspd and flee to get the job done. You should be able to achieve 200+ flee easily, and can solo where most agi characters can go.The little bit of int is for regening sp once you become ranked. Spamming kicks, even though only 2 sp, eats at your sp slowly. You will be susceptible to stun and will be very fragile in pvp, defensively. You will also find that, as a 9x ranker, pots are mildly ineffective, relative to your maximum hp. (Since healing efficiency relies largely on your vit). Recommended starting kicks: Heel, Counter, and/or Roundhouse.
Hybrid PvP/PvM/WoE
editThis build is designed to do decently in PvM and pvp/WoE situations. For PvM, the build can hit 180 flee, with high damage per kick. Dex is raised to deal with agi classes. Compared to the Pure PvM build, this build will generally take a little longer to start your combos, but makes up for that with a tougher defense. Recommended starting kicks: Heel, Counter, and/or Roundhouse.
Pure PvP/WoE
editThis build is designed for purely PvP or WoE. High vit increases survivability, while sacrificing speed. Decrease in speed does 2 things: Delays the time it takes for a stance to activate to start comboing, and slows down emp breaking time (the active kick skills do not work on the emp, thus it cannot be combo'd). For emp breaking, The Hybrid build is probably better overall. Recommended starting kicks: Tornado and Counter. Vit chars tend to mob more to level, so tornado speeds up mob killing. Counter kick is there for a stronger kick. It was chosen over roundhouse because roundhouse will knock surrounding monsters back and stun them, putting them out of range for the follow up tornado. If you are not mobbing, Heel Drop and Counter kick are recommended.
Although the build might do better its job in PvP/WoE, note that doing your TaeKwon Missions to stay ranked, will become harder. The build lacks flee and although you have more defence, overall you will take more damage while doing a TaeKwon Misson.
Building a Ranker's Skills
editIn general, a ranker's skill build should have the following:
- 2 kicks maxed with stances (not flying kick/tumbling) - 16 points (if you are already in /taekwon, you can use one stance for triggering full combo)
- Mild Wind 7 - 22 points (with pre-reqs)
- TaeKwon Mission - 1 point
- Sprint 10 - 10 points
Choosing your kicks
editChoosing your 2 kicks is important. You will have these 2, and only these 2, until you become 9x and ranked.
To maximize your damage output on a single target, get counter and roundhouse (both are 400% damage kicks). Counter gives you 100% hit, and roundhouse has a high chance of stunning any monsters around you that you arent targeting.
To control the damage you receive as much as possible, get Heel Drop and Roundhouse. Once you get practice, you can delay use on your heel drop to keep the monster in a permanently stunned state, leaving you virtually undamaged. Using Roundhouse will stun the other monsters attacking, and knock them back. When they unstun, they may aggro someone else on screen.
Heel Drop and Counter Kick is another combination you can use to control incoming damage. While the 100% hit from counter isnt necessary if the target is stunned, counter's effects are much more predictable than what happens to the other monsters after roundhouse stun finishes.
If you have a tank/HP slave and/or are a pure vit build, tornado kick is recommended, since you have the ability to mob better than an agi class. It would be good to pair the 300% AoE tornado with a 400% kick. The advantages and disadvantages of Counter Kick and Roundhouse kick have been explained.
Once you are 9x and ranked all the kicks will become available. It's however recommended not to use all kicks. Best is to make a choice again between 2-3 kicks depending on the situation, see above. However, don't forget to prepare always all the 4 kick stances. It will trigger your kicks faster, even if you do not use the right kick at the right first stance. Example: if you have prepared 4 stances but you use only 2 stances, the other 2 stances will still trigger the 2 stances you use.
Order of Skills
editFirst off, you should get your 2nd kick last. Pick the one that you think would be more useful, and get it earlier. Heel drop is a solid top choice since a lot of monsters you will face will stun, allowing you to get free hits in.
Sprint should be the first or second skill you get. You dont have to get it maxed right away, but it helps for sp cost (if you have no sp gear). Since TaeKwons get no weapon, their damage is very low early on. Sprint compensates for this. Merely having the skill gives you defense-bypassing damage, more than low-to-mid levels of str will ever give.
Mild Wind should be after sprint, but its your choice on whether to get a kick first. It is recommended that you stop Mild Wind at 4 at first, then work on another skill (your kicks), especially if you are already ranked. Being able to combo spam kicks is more valuable than having shadow endow. This is because, for the most part, you will not be encountering any monsters weak to holy, shadow, or ghost before job 50 (few exceptions include zenorcs, low level undead that are also weak to fire, and thief bugs)
When you are working toward Mild Wind, get Kihop maxed first. This will unlock Taekwon mission early, as well as give you atk bonuses. When you're leveling on a map, ask people you run into if they wouldnt mind partying for your kihop (they dont have to be taekwon classes to affect your kihop). Most soloers will be nice and accept it. If you happen to run into the few jerks who won't, dont waste your time begging.
Tips & Tactics
editGeneral Leveling Strategy
editBelow are three suggestions to efficiently level a new character:
- First, get gear and experience for your new character by following this Izlude tutorial guide from the forums (this guide is also listed down below in the Archer equipment section with additional details). Note that you do not need to complete all of these quests, and simply joining the Academy and getting some gear may be all that you need to start. Using the Job Classrooms on the 2nd Floor to more easily reach your Job Change NPC is helpful as well.
- Using
Catherina Von Blood [1], you can level as soon as base level 3-56 in Sunken Ship. Talk to Fisk and pay 250z to go to the . As an archer, you will be using Arrow Shower. - Without using
Catherina Von Blood [1], using the Geffen Bounty Board Quests kill Roda Frogs until level 21(they drop sticky webfeet that you can sell to players or turn in for the level 56-71 Eden Group Leveling Quests) , then using the Payon Bounty Board Quests kill Bigfoots until level 41. Then, using the Eden Group Leveling Quests and Geffen Bounty Board Quests, kill Orc Warriors, Orc Ladies, and Orc Babies until level 60.
You can accept multiple quests at one time, however when turning in do note that you cannot gain more than 1 full level from a single quest, so do try to turn the quests in when you have a low exp percentage or after you've job changed if you're job level 49.
Mild Wind and Hotkeys
editSetting different Levels of Mild Wind as Hotkeys will allow you easily shift between different elements for your attacks with a single key-press. This is especially helpful if fighting on maps with multiple monster properties.
Level Up Angel
editTaeKwon Kids, Taekwon Masters and Soul Linkers share a unique "Level Up Angel" that provides the following bonuses when a new Base Level is reached:
- Blessing Level 10 (for 10 minutes)
- Increase AGI Level 10 (for 10 minutes)
Happiness Status
editHappiness is a special status achievable by TaeKwon-class characters by sitting next to each other and using the /doridori emote.
It has no intrinsic bonuses, but entering it has a small chance of resetting a TaeKwon Master's Solar, Lunar, and Stellar designations. Also, it enhances the skill Happy Break to give a high chance of Earth Spike Scrolls not being consumed when used.
Affordable HP Recovery
editWhen mobbing or tanking groups of monsters, especially for AOE leveling, Healing Items WILL need to be consumed and often even spammed.
Two popular and cheap healing items are Nepeta Cataria and Fresh Fish due to their cheap cost and low weight:
Nepeta Cataria can be purchased from Cat Paw Shrimp Merchant in Izlude or Prontera (or in Lasagna if starting as a Doram) for only 15z each (11z with max Discount).
Fresh Fish can be purchased from Cooking Merchant in Payon or Chef's Assistant at the docks of Alberta, as well as other cities, for only 250z each (190z with max Discount).
For a list of Healing Items, a comparison, and a list of a couple popular Healing Items, please see the main article: Healing Items.
Other Suggestions
edit- Your next class is either a TaeKwon Master or a Soul Linker; you may have to adjust your build accordingly.
- Use Eden Group Leveling Quests and Bounty Board Quests to find monsters to kill around your level.
- Use Stat Reset to reset your stats as needed to maximize your damage.
- Use Skill Reset to reset your skills as needed to maximize your damage.
- Use Elemental Converters to increase your damage by changing your weapons element that is strong against the monster's element.
- Use ASPD Potions to greatly increase your killing speed at lower levels.
- Useful recovery items for HP/SP (if using heavier items like Meat/Honey, it is advised to RODEX separate amounts to yourself in smaller portions to keep within your weight limit):
- Useful DEX or ATK cards:
- Useful long-ranged damage increase card:
- Useful HP cards:
- Useful Utility cards:
- May use any of the following gear at lower levels based on your budget:
Stat Descriptions
editIt is vital that you understand how each status affects your character to play the game well. Below is a summary but go to the Primary Stats page for detailed information.
- STR - increases ATK of melee weapons, increases Weight Limit, and slightly increases ATK of "ranged-type" weapons.
- AGI - increases Flee, ASPD, and provides resistance to Bleeding and Sleep status effects.
- VIT - increases Max HP, effectiveness of Healing potions, and resistance to Stun, Poison, Deadly Poison, Burning, and Freezing status effects.
- INT - increases MATK, Max SP, SP Recovery, and effectiveness of SP potions, decreases Variable Cast Time (VCT), provides resistance to Blind, Silence, and Chaos status effects.
- DEX - decreases Variable Cast Time (VCT), increases HIT, MATK, ATK of "ranged-type" weapons, and slightly increases ATK of "melee-type" weapons.
- LUK - increases ATK, MATK, CRIT, HIT, Flee, Perfect Dodge, Forging, Potion Creation, Cooking, and provides resistance to Blind, Curse, Frozen, Poison, Silence, Sleep, Stone Curse, and Stun.
Melee Weapons - (Axes, Books, Daggers, Katars, Knuckles, Maces, and Spears)
Ranged Weapons - (Bows, Guns, Instruments, and Whips)
Equipment
editHeadgear
editTaeKwon Kids are limited to headgears usable by "all classes except novice". However, some items have an extra bonus for Taekwon class:
|
Magistrate Hat [1] |
- +1 Agi, +3% HP regen.
|
Mythical Lion Mask [1] |
- +2 Dex, 10% chance to inflict stun with a melee attack, +2 ATK per upgrade.
|
Bride Mask [1] |
- +5 crit, +2 Luk.
|
Hahoe Mask |
- +2 Perfect dodge, +1 Luk.
|
Ayam [1] |
- +1 Int, +3% SP regen.
Footgear
editTaeKwon Kids can wear all footgear usable by "all classes except novice" and Boots.
|
Boots [0] |
|
Boots [1] |
- DEF+4.
Armor
editTaeKwon Kids are limited to "all classes except novice" armors.
Garment
editTaeKwon Kids can wear all garments usable by "all classes except novice" and Manteau.
|
Manteau [0] |
|
Manteau [1] |
- DEF+4.
Shield
edit
|
Guard [0] |
|
Guard [1] |
- DEF+3.
|
Valkyrja's Shield [1] |
|
Stone Buckler [1] |
Accessory
editTaeKwon Kids can equip all accessory usable by "all classes except novice".
Weapon
editTaeKwon Kids can't equip weapons.
Class Data
editSkills
edit- See TaeKwon Master Skills or Soul Linker Skills for second class skills.
- See Skill Reset for information about free skill resets.
Stances
editStances must be toggled to use their corresponding kicks. The exception to this is Tumbling being toggled to use Flying Kick, though due to their secondary functions they still should be categorized as such.
| Skill | Description | Levels | Type |
|---|---|---|---|
| Tornado Stance | 15% chance to activate on hitting a target. | 1 | Supportive |
| Heel Drop Stance | 15% chance to activate on hitting a target. | 1 | Supportive |
| Roundhouse Stance | 15% chance to activate on hitting a target. | 1 | Supportive |
| Counter Kick Stance | 20% chance to activate on hitting a target. | 1 | Supportive |
| Tumbling | 20% chance to dodge ranged magic and AoE attacks. If in Spurt status, also 20% chance to dodge melee attacks. Enables to use Flying kick as a counter. Usable by Soul linkers. | 1 | Supportive |
Kicks
editKicks are the TaeKwon Kid's damaging attacks. Their respective stance must be toggled. The exception to this rule is that Tumbling does not have to be toggled to use Flying Kick.
| Skill | Description | Levels | Type |
|---|---|---|---|
| Tornado Kick | 5*5 AoE kick, up to 300% damage. | 7 | Offensive |
| Heel Drop | Stuns target, up to 300% damage. | 7 | Offensive |
| Roundhouse | Up to 400% damage to target, pushes back and stuns enemies surrounding it. | 7 | Offensive |
| Counter Kick | Up to 400% damage, never misses. | 7 | Offensive |
| Flying Kick | Up to 100% base damage, increases if activated after Tumbling or while Sprinting. Instantly moves user to target. Dispels Soul Linker buffs on target. | 7 | Offensive |
Other Skills
editThese skills do not fit into the above categories.
| Skill | Description | Levels | Type |
|---|---|---|---|
| Sprint | Move quickly in a straight line. Passively increases unarmed damage and kick skill damage. At level 7 or higher, enables to buff self for +10 Strength | 10 | Active |
| Peaceful Break | Recover HP quickly when sitting next to another sitting Taekwon kid, Taekwon master or Soul Linker. Using //doridori further increases this regen. | 10 | Passive |
| Happy Break | Recover SP quickly when sitting next to another sitting Taekwon kid, Taekwon master or Soul Linker. Using //doridori further increases this regen. Passively adds a high chance of Earth Spike Scrolls not being destroyed when used. | 10 | Passive |
| Kihop | Adds up to 10% to your attack power per person in your party and on the same map as you. | 5 | Passive |
| Leap | Jump over cells, including impassable ones. | 5 | Supportive |
| Taekwon Mission | Gives you a mission to hunt a specific monster type to compete for Taekwon ranker status. Not usable by Soul linkers or Taekwon masters. | 1 | Active |
| Mild Wind | Change the element of your weapon to anything but poison and neutral for a duration. | 7 | Active |
Job Bonuses
edit| Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 |
|---|---|---|---|---|---|---|
| STR | 1 | 2 | 3 | 4 | 5 | 6 |
| AGI | 20 | 21 | 22 | 23 | 24 | 25 |
| VIT | ||||||
| INT | ||||||
| DEX | 10 | 11 | 12 | 13 | 14 | 15 |
| LUK |
ASPD
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HP
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