Difference between revisions of "Taekwon Master"
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[[File:TaekwonMaster.jpg|thumb]] | [[File:TaekwonMaster.jpg|thumb]] | ||
Taekwons who wish to harness their connections with the celestial bodies and benefit from their power and blessing can advance to the ranks of the Taekwon Masters. As the art of TaeKwon-Do is not just physical but also will need to hone their spiritual power to empower their physical strength. Books are now the weapon of choice for Taekwon Masters to help hone their spiritual strength to convert it to devastating physical power. As they hone their connections with the cosmic bodies, they can gain enhancements from their blessings. These blessings however are quite restricted, as dictated by the mantra. | |||
The Sun shines brightest on even days. The Moon shines brightest on odd days. And the Stars shine without fail on every 5th day. | |||
Taekwon Master skills have other restrictions, which can be confusing, but can end up being quite powerful when used in the right conditions. | |||
== Job Change Guide== | == Job Change Guide== | ||
Requirement: Taekwon Job 40 (50 is Recommended) | |||
Go to Payon and find MooHyun (payon 215, 102). He will ask you to collect a few items as part of the first test: 1 {{Item List |id=994 |item=Flame Heart}}, 1 {{Item List |id=995 |item=Mystic Frozen}}, 1 {{Item List |id=996 |item=Rough Wind}}, 1 {{Item List |id=997 |item=Great Nature}} | |||
== Class Data == | == Class Data == | ||
===Skills=== | ===Skills=== | ||
Skills of Taekwons are classified into stances, kicks, and other skills. Stances are skills which can be activated or deactivated in order to activate the chance of using its corresponding kick skill to be used, exception is tumbling to flying kick, as flying kick can be used without tumbling activating but you can use it as well to do a stronger version of flying kick. multiple stances can be activated but you must use its corresponding kick skill else the taekwon will just continue attacking but this ensures you might be doing kick skills with almost every normal kick hit, only 1 stance can activate per kick hit however. | |||
====Stances==== | |||
{| class="wikitable" | |||
! Skill | |||
! Description | |||
! Levels | |||
! Type | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; width: 15%; font-weight: bold;" | {{Skill List |id=412 |link=[https://irowiki.org/wiki/Tornado_Stance Tornado Stance]}} | |||
| Grants a 15% chance of preparing this stance with regular attacks, where Tornado Kick can be used. This skill can be switched on and off. | |||
| 1 | |||
| Supportive | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=414 |link=[https://irowiki.org/wiki/Heel_Drop_Stance Heel Drop Stance]}} | |||
| Grants a 15% chance of preparing this stance with regular attacks, where Heel Drop can be used. This skill can be switched on and off. | |||
| 1 | |||
| Supportive | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=416 |link=[https://irowiki.org/wiki/Roundhouse_Stance Roundhouse Stance]}} | |||
| Grants a 15% chance of preparing this stance with regular attacks, where Roundhouse Kick can be used. This skill can be switched on and off. | |||
| 1 | |||
| Supportive | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=418 |link=[https://irowiki.org/wiki/Counter_Kick_Stance Counter Kick Stance]}} | |||
| Grants a 20% chance of preparing this stance with regular attacks, where Counter Kick can be used. This skill can be switched on and off. | |||
| 1 | |||
| Supportive | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=420 |link=[https://irowiki.org/wiki/Tumbling Tumbling]}} | |||
| Grants a 20% chance of preparing this stance to dodge ranged physical and magical attacks, including area skills. When the user is in Spurt status, the user will also be able to dodge melee attacks. During this stance, Flying Kick can be used immediately against the attacker and its damage is increased based on the user's Base Level. | |||
| 1 | |||
| Supportive | |||
|} | |||
====Kick Skills==== | |||
{| class="wikitable" | |||
! Skill | |||
! Description | |||
! Levels | |||
! Type | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; width: 15%; font-weight: bold;" | {{Skill List |id=413 |link=[https://irowiki.org/wiki/Tornado_Kick Tornado Kick]}} | |||
| Performs a tornado kick to inflict physical damage to all enemies in a 5x5 cell around the user. Requires the user to have Tornado Stance ready. | |||
| 7 | |||
| Offensive | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=415 |link=[https://irowiki.org/wiki/Heel_Drop Heel Drop]}} | |||
| Performs a downward kick to inflict physical damage that may leave the current target stunned. Requires the user to have Heel Drop Stance ready. | |||
| 7 | |||
| Offensive | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=417 |link=[https://irowiki.org/wiki/Roundhouse Roundhouse Kick]}} | |||
| Performs a spin kick to inflict physical damage to the current target. It also pushes surrounding enemies two cells backwards and has a high chance of stunning them. Requires the user to have Roundhouse Stance ready. | |||
| 7 | |||
| Offensive | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=419 |link=[https://irowiki.org/wiki/Counter_Kick Counter Kick]}} | |||
| Performs a direct kick to inflict physical damage to the current target. This skill ignores the accuracy check and requires the user to have Counter Kick Stance ready. | |||
| 7 | |||
| Offensive | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=421 |link=[https://irowiki.org/wiki/Flying_Kick Flying Kick]}} | |||
| Leaps at a single target and performs a flying kick to inflict physical damage. This skill can also be used when Tumbling stance is ready (current target), in which case the damage will be increased based on the user's Base Level. | |||
| 7 | |||
| Offensive | |||
|} | |||
====Other Skills==== | |||
{| class="wikitable" | |||
! Skill | |||
! Description | |||
! Levels | |||
! Type | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; width: 15%; font-weight: bold;" | {{Skill List |id=411 |link=[https://irowiki.org/wiki/Sprint Sprint]}} | |||
| Runs forward at full speed, in only one direction until this skill is recast. If there is an obstacle (monsters, players, landscape) the user will crash, knock itself backwards and stop sprinting. This skill will also enhance physical power permanently when Bare Handed. | |||
| 10 | |||
| Active | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=422 |link=[https://irowiki.org/wiki/Peaceful_Break Peaceful Break]}} | |||
| If there is another Taekwon class sitting next to the user, enables the natural recovery of additional HP every 10 seconds. | |||
| 10 | |||
| Passive | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=423 |link=[https://irowiki.org/wiki/Happy_Break Happy Break]}} | |||
| If there is another Taekwon class sitting next to the user, enables the natural recovery of additional SP every 10 seconds | |||
| 10 | |||
| Passive | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=424 |link=[https://irowiki.org/wiki/Kihop Kihop]}} | |||
| If the player is in a party, bolsters physical power (before any benefit) based on the party members in the same map, not counting the player itself. | |||
| 5 | |||
| Passive | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=426 |link=[https://irowiki.org/wiki/Leap Leap]}} | |||
| Leaps toward a targeted location to overcome obstacles. | |||
| 5 | |||
| Active | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=425 |link=[https://irowiki.org/wiki/Mild_Wind Mild Wind]}} | |||
| Endows the user's physical power with an elemental property based on the level of this skill. | |||
| 7 | |||
| Active | |||
|- style="text-align: center;" | |||
| style="padding-top: 8px; padding-bottom: 8px; text-align: left; font-weight: bold;" | {{Skill List |id=493 |link=[https://irowiki.org/wiki/Taekwon_Mission Taekwon Mission]}} | |||
| Assigns a random monster as the current Mission Target. If the target is killed 100 times (does not have to be consecutive), the player will be awarded with 1 Fame Point and a new random monster will be assigned as the next Mission Target. The assigned monster will never be an MVP but can be a Mini Boss. | |||
| 1 | |||
| Active | |||
|} | |||
== Builds == | == Builds == |
Revision as of 20:03, 8 October 2018
Taekwon Master | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Job Base: | Taekwon | ||||||||||||
Job Type: | Extended | ||||||||||||
Job Bonuses | |||||||||||||
|
Overview
Taekwons who wish to harness their connections with the celestial bodies and benefit from their power and blessing can advance to the ranks of the Taekwon Masters. As the art of TaeKwon-Do is not just physical but also will need to hone their spiritual power to empower their physical strength. Books are now the weapon of choice for Taekwon Masters to help hone their spiritual strength to convert it to devastating physical power. As they hone their connections with the cosmic bodies, they can gain enhancements from their blessings. These blessings however are quite restricted, as dictated by the mantra.
The Sun shines brightest on even days. The Moon shines brightest on odd days. And the Stars shine without fail on every 5th day.
Taekwon Master skills have other restrictions, which can be confusing, but can end up being quite powerful when used in the right conditions.
Job Change Guide
Requirement: Taekwon Job 40 (50 is Recommended)
Go to Payon and find MooHyun (payon 215, 102). He will ask you to collect a few items as part of the first test: 1 Flame Heart, 1 Mystic Frozen, 1 Rough Wind, 1 Great Nature
Class Data
Skills
Skills of Taekwons are classified into stances, kicks, and other skills. Stances are skills which can be activated or deactivated in order to activate the chance of using its corresponding kick skill to be used, exception is tumbling to flying kick, as flying kick can be used without tumbling activating but you can use it as well to do a stronger version of flying kick. multiple stances can be activated but you must use its corresponding kick skill else the taekwon will just continue attacking but this ensures you might be doing kick skills with almost every normal kick hit, only 1 stance can activate per kick hit however.
Stances
Skill | Description | Levels | Type |
---|---|---|---|
Tornado Stance | Grants a 15% chance of preparing this stance with regular attacks, where Tornado Kick can be used. This skill can be switched on and off. | 1 | Supportive |
Heel Drop Stance | Grants a 15% chance of preparing this stance with regular attacks, where Heel Drop can be used. This skill can be switched on and off. | 1 | Supportive |
Roundhouse Stance | Grants a 15% chance of preparing this stance with regular attacks, where Roundhouse Kick can be used. This skill can be switched on and off. | 1 | Supportive |
Counter Kick Stance | Grants a 20% chance of preparing this stance with regular attacks, where Counter Kick can be used. This skill can be switched on and off. | 1 | Supportive |
Tumbling | Grants a 20% chance of preparing this stance to dodge ranged physical and magical attacks, including area skills. When the user is in Spurt status, the user will also be able to dodge melee attacks. During this stance, Flying Kick can be used immediately against the attacker and its damage is increased based on the user's Base Level. | 1 | Supportive |
Kick Skills
Skill | Description | Levels | Type |
---|---|---|---|
Tornado Kick | Performs a tornado kick to inflict physical damage to all enemies in a 5x5 cell around the user. Requires the user to have Tornado Stance ready. | 7 | Offensive |
Heel Drop | Performs a downward kick to inflict physical damage that may leave the current target stunned. Requires the user to have Heel Drop Stance ready. | 7 | Offensive |
Roundhouse Kick | Performs a spin kick to inflict physical damage to the current target. It also pushes surrounding enemies two cells backwards and has a high chance of stunning them. Requires the user to have Roundhouse Stance ready. | 7 | Offensive |
Counter Kick | Performs a direct kick to inflict physical damage to the current target. This skill ignores the accuracy check and requires the user to have Counter Kick Stance ready. | 7 | Offensive |
Flying Kick | Leaps at a single target and performs a flying kick to inflict physical damage. This skill can also be used when Tumbling stance is ready (current target), in which case the damage will be increased based on the user's Base Level. | 7 | Offensive |
Other Skills
Skill | Description | Levels | Type |
---|---|---|---|
Sprint | Runs forward at full speed, in only one direction until this skill is recast. If there is an obstacle (monsters, players, landscape) the user will crash, knock itself backwards and stop sprinting. This skill will also enhance physical power permanently when Bare Handed. | 10 | Active |
Peaceful Break | If there is another Taekwon class sitting next to the user, enables the natural recovery of additional HP every 10 seconds. | 10 | Passive |
Happy Break | If there is another Taekwon class sitting next to the user, enables the natural recovery of additional SP every 10 seconds | 10 | Passive |
Kihop | If the player is in a party, bolsters physical power (before any benefit) based on the party members in the same map, not counting the player itself. | 5 | Passive |
Leap | Leaps toward a targeted location to overcome obstacles. | 5 | Active |
Mild Wind | Endows the user's physical power with an elemental property based on the level of this skill. | 7 | Active |
Taekwon Mission | Assigns a random monster as the current Mission Target. If the target is killed 100 times (does not have to be consecutive), the player will be awarded with 1 Fame Point and a new random monster will be assigned as the next Mission Target. The assigned monster will never be an MVP but can be a Mini Boss. | 1 | Active |