.:Taekwon Skills:.
Novice |
Taekwon | OR |
Star Gladiator | |
Soul Linker |
Running (Skill ID# 411, iRO Name: Sprint)
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Type | Movement & Passive | Max Lv | 10 | Attack Type | Misc |
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SP Cost | 110 - 10*SkillLV | Target | Self | ||
Knockback | 4 cell(s) | ||||
Stay Duration | 1 sec | ||||
Effect Duration | 150 sec | ||||
Cast Time | [Pre-Renewal: Min-Max Lv: 6 / 5 / 4 / 3 / 2 / 1 / 0 / 0 / 0 / 0 sec] [Renewal: Min-Max Lv: 3 / 2.5 / 2 / 1.5 / 1 / 0.5 / 0 / 0 / 0 / 0 sec] | ||||
Fixed Cast Time | Min-Max Lv: 3 / 2.5 / 2 / 1.5 / 1 / 0.5 / 0 sec (Renewal only) | ||||
Cast Delay | 0.3 sec | ||||
Required State | Requires to be able to move | ||||
Effect | When you use this skill, your character starts running straight forward. You cannot change direction of where he is running while running. You can stop using Running skill by simply using it again (no SP cost to stop), or use another skill, or run into the wall. When you use this skill (At least at level 7) and then immediately stop, then there will be +10 STR buff and a +(10*SkillLV)% damage to the Kick skills for 150 seconds if you are un-armed (only works on TK and SG, not SL). When you do not have any weapons equipped, the kicking skill damage will increase by +10 per level of this skill, for maximum of +100. | ||||
Other Notes |
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Prepare Whirlwind Kick (Skill ID# 412, iRO Name: Tornado Stance)
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Type | Active | Max Lv | 1 | Attack Type | Weapon |
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SP Cost | 1 | Target | Self | ||
Requirements | Whirlwind Kick Lv 1 | ||||
Effect | This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there's 15% chance of doing the Whirlwind preparation stance when you hit the enemy with normal attack. It remains after death. |
Whirlwind Kick [Skill can hit trap-type skill] (Skill ID# 413, iRO Name: Tornado Kick)
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Type | Offensive | Max Lv | 7 | Attack Type | Use Weapon Property, Weapon | ||||||||||||||||
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SP Cost | 16 - 2*SkillLV | Target | Self | Range | 2 cells | ||||||||||||||||
Area | 5 x 5 cells | ||||||||||||||||||||
Required For | Prepare Whirlwind Kick (Lv 1) | ||||||||||||||||||||
Effect | When you have prepared the Whirlwind Stance, then you can use this to deal damage in an area of 5x5 cells from where you stand. Damage is (160+20*SkillLV)% ATK | ||||||||||||||||||||
Other Notes |
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Prepare Axe Kick (Skill ID# 414, iRO Name: Heel Drop Stance)
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Type | Active | Max Lv | 1 | Attack Type | Weapon |
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SP Cost | 1 | Target | Self | ||
Requirements | Axe Kick Lv 1 | ||||
Effect | This is a skill you can turn ON and OFF by simply pressing the skill button. When you leave this ON, there's 15% chance of doing the Axe Kick preparation stance when you hit the enemy with normal attack. It remains after death. |
Axe Kick (Skill ID# 415, iRO Name: Heel Drop)
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Type | Offensive | Max Lv | 7 | Attack Type | Use Weapon Property, Weapon | ||||||||||||||||
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SP Cost | 16 - 2*SkillLV | Target | Self | Range | 2 cells | ||||||||||||||||
Required For | Prepare Axe Kick (Lv 1) | ||||||||||||||||||||
Effect Duration | 3 sec | ||||||||||||||||||||
Effect | When you use this skill while you have the Axe Kick Stance prepared, you hit a single enemy for 160%+20*SkillLV ATK and cause stun for 3 sec. | ||||||||||||||||||||
Other Notes |
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Prepare Round Kick (Skill ID# 416, iRO Name: Roundhouse Stance)
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Type | Active | Max Lv | 1 | Attack Type | Weapon |
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SP Cost | 1 | Target | Self | ||
Requirements | Round Kick Lv 1 | ||||
Effect | This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there's 15% chance of doing the Round Kick preparation stance when you hit the enemy with normal attack. It remains after death. |
Round Kick (Skill ID# 417, iRO Name: Roundhouse)
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Type | Passive | Max Lv | 7 | Attack Type | Use Weapon Property, Weapon | ||||||||||||||||
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SP Cost | 16 - 2*SkillLV | Target | Self | Range | 2 cells | ||||||||||||||||
Area | 3 x 3 cells | Knockback | 2 cell(s) | ||||||||||||||||||
Required For | Prepare Round Kick (Lv 1) | ||||||||||||||||||||
Effect Duration | 2 sec | ||||||||||||||||||||
Effect | When you use this skill while you have Round Kick Stance prepared, you hit a single enemy strongly for (190+30*SkillLV)% ATK damage. All enemies around 3x3 cells of the target enemy will be pushed away and stunned with no damage. | ||||||||||||||||||||
Other Notes |
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Prepare Counter Kick (Skill ID# 418, iRO Name: Counter Kick Stance)
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Type | Active | Max Lv | 1 | Attack Type | Weapon |
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SP Cost | 1 | Target | Self | ||
Requirements | Counter Kick Lv 1 | ||||
Effect | This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there's 20% chance of doing the Counter Kick preparation stance when you hit the enemy with normal attack. It remains after death. |
Counter Kick (Skill ID# 419)
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Type | Offensive | Max Lv | 7 | Attack Type | Use Weapon Property, Weapon | ||||||||||||||||
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SP Cost | 16 - 2*SkillLV | Target | Self | Range | 2 cells | ||||||||||||||||
Required For | Prepare Counter Kick (Lv 1) | ||||||||||||||||||||
Effect | When you use this skill while you have Counter Kick Stance prepared, it will hit the single enemy target with a 100% success and cause (190+30*SkillLV)% damage. | ||||||||||||||||||||
Other Notes |
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Break Fall (Skill ID# 420, iRO Name: Tumbling)
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Type | Active | Max Lv | 1 | Attack Type | Weapon |
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SP Cost | 1 | Target | Self | Range | 4 cells |
Requirements | Flying Side Kick Lv 7 | ||||
Effect | This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there's 20% chance of dodging an enemy ranged Physical or Magic attacks. It is not removed after death. |
Flying Side Kick (Skill ID# 421, iRO Name: Flying Kick)
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Type | Offensive | Max Lv | 7 | Attack Type | Use Weapon Property, Weapon | ||||||||||||||||
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SP Cost | 80 - 10*SkillLV | Target | Player | Range | 9 cells | ||||||||||||||||
Required For | Break Fall (Lv 7) | ||||||||||||||||||||
Effect | Attack an enemy who is away from you by jumping at him/her/it, landing in the same cell than your target. Normally, you would have to target this skill manually to attack, but if you use it while doing Break Fall, you will automatically attack the dodged target. The damage of this skill is (30+10*SkillLV)%, but if used right after Break Fall, it becomes stronger as your BaseLV goes up. Also, this skill has a unique property, when you hit the target player, any TaeKwon/Star Gladiator/Soul Linker-based buffs - such as all Spirit buffs, new skills bestowed by Spirit buffs, or Berserk Potion acquired through Berserk Pitcher - they may have, are all dispelled. However, if the target player has Preserve skill used on them, then they are invulnerable to this dispel effect. This skill can be Plagiarized by a Rogue. When this skill is used while using Running skill, the power of this ability will increase based on the character BaseLV. The power of this skill goes up even further if you do it while under "spurt" mode in Running skill. | ||||||||||||||||||||
Other Notes |
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Peaceful Rest (Skill ID# 422, iRO Name: Peaceful Break)
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Type | Passive | Max Lv | 10 | ||||||||||||||||||||||||
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Area | 3 x 3 cells | ||||||||||||||||||||||||||
Required For | Warm Wind (Lv 5) | ||||||||||||||||||||||||||
Effect | If there is another TaeKwon, Star Gladiator or Soul Linker sitting next to you while sitting, this skill activates, allowing you to regenerate HP. The HP recovered listed just below is the base value, and it increases depending on your VIT. This skill no longer works when you are overweight. | ||||||||||||||||||||||||||
Other Notes |
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Enjoyable Rest (Skill ID# 423, iRO Name: Happy Break)
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Type | Passive | Max Lv | 10 | ||||||||||||||||||||||||
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Area | 3 x 3 cells | ||||||||||||||||||||||||||
Required For | Warm Wind (Lv 5), Kaina (Lv 1, Soul Linker) | ||||||||||||||||||||||||||
Stay Duration | 1800 sec | ||||||||||||||||||||||||||
Effect | If there is another TaeKwon, Star Gladiator or Soul Linker sitting next to you while sitting, this skill activates, allowing you to regenerate SP. The SP recovered listed just below is the base value, and it increases depending on your INT. This skill no longer works when you are overweight. If both players sit and use /doridori while under this skill effects, an icon appear and then the Happy Status is triggered for both for 30 minutes. If you use "Earth Spike Scroll" while under this Happy Status, it takes 10 SP and has a small chance of using this scroll up. At level 1, it uses it up at 10% chance, and at level 10, it uses at 1% chance. The Happy Status remains after death. | ||||||||||||||||||||||||||
Other Notes |
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Fighting Chant (Skill ID# 424, iRO Name: Kihop)
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Type | Passive | Max Lv | 5 | ||||||||||||||
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Required For | Warm Wind (Lv 5), TaeKwon Mission (Lv 5) | ||||||||||||||||
Effect | It increases your ATK (2*SkillLV)% per party member on the same map. For example, if there are 10 party members, and you have LV 5 in this skill, your ATK is increased by 100%. The increase is applied to the BASE ATK rate, not counting in any other buffs that may have increased your ATK, and for skills that increase ATK above 500%, the calculation is fixed to (100 * Bonus%) + 500%. | ||||||||||||||||
Other Notes |
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Warm Wind (Skill ID# 425, iRO Name: Mild Wind)
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Type | Active | Max Lv | 7 | Attack Type | Earth Property, Weapon | ||||||||||||||||
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SP Cost | 20 for LV 1-4, 50 for the rest | Target | Self | ||||||||||||||||||
Requirements | Peaceful Rest Lv 5, Enjoyable Rest Lv 5, Fighting Chant Lv 5 | ||||||||||||||||||||
Stay Duration | 300 sec | ||||||||||||||||||||
Effect | This skill changes your attack element according to used skill level. When the weapon is removed or changed, the enchant remains for all except the Holy element. | ||||||||||||||||||||
Other Notes |
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High Jump (Skill ID# 426, iRO Name: Leap)
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Type | Active | Max Lv | 5 | Attack Type | Weapon | ||||||||||||
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SP Cost | 50 | Target | Self | Range | 2*SkillLV cells | ||||||||||||
Cast Time | [Pre-Renewal: Min-Max Lv: 5 / 4 / 3 / 2 / 1 sec] [Renewal: Min-Max Lv: 2.5 / 2 / 1.5 / 1 / 0.5 sec] | ||||||||||||||||
Fixed Cast Time | Min-Max Lv: 2.5 / 2 / 1.5 / 1 / 0.5 sec (Renewal only) | ||||||||||||||||
Effect | You jump over 2*SkillLV cells in the direction where you are facing. If the landing cell is stepable and NOT occupied by a player, it can jump over obstacles such as walls; if the landing cell can't be used, you will just jump on the spot you are standing on and won't move. After learning this skill, the Cast Time of the Emergency Call skill (if you are the Guild Leader) will double! | ||||||||||||||||
Other Notes |
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TaeKwon Mission (Skill ID# 493, iRO Name: Taekwon Mission)
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Type | Active | Max Lv | 1 | ||
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SP Cost | 10 | Target | Self | Range | 4 cells |
Requirements | Fighting Chant Lv 5 | ||||
Cast Time | [Pre-Renewal: 1 sec] [Renewal: None] | ||||
Fixed Cast Time | 1 sec (Renewal only) | ||||
Effect | You can use this skill only if you are a TaeKwon. You cannot use this skill once you switch to Soul Linker or Star Gladiator. When you use it, a name of a monster randomly choosed will be displayed and logged. Then, if you kill that same monster for 100 times (does not have to be in a row), you get 1 Point, and you will be assigned a new randomly selected monster. When you use this skill while your Target Percent is at 0% (no monster killed yet), you have a 1% chance to receive a new random target. When you have a certain number of points you become a TaeKwon Ranker (No effect if you are already a Star Gladiator or Soul Linker). As such, you can do infinite combos of all kicks - Whirlwind Kick, Axe Kick, Round Kick, Counter Kick - but you have to prepare the stance of at least 1 and spam when it triggers. Also you must make alternate kicks, if you do the same kick twice the spam ends. However, you cannot do Flying Side Kick as part of an infinite combo. Any LV 90+ TaeKwon Ranker players will have tripled Maximum HP and SP, and be able to use all of the TaeKwon skills. Check the TaeKwon Ranker Fame List by typing "/taekwon". |