Novices who prefer to use their feet instead of their hands to do the talking can try out the way of TaeKwon-Do and become a taekwon. Taekwons forego the usage of weapons and kick their way to success. They have specialized kicks to deal with enemies, can enchant themselves with a variety of elements, and have various movement skills.
Taekwons are limited to gears that are usable by every class with a few minor exceptions. They are a purely physical melee class who would need to be up close and personal with their targets to kick their asses off. STR is the base stat for improving kick strength, AGI for faster kick speed, DEX for ensuring your kicks land on your targets.
Job Change Guide
Requirements: Novice Job level 10
Head to Payon and talk to a guy named Phoenix (payon 158, 140). After confirming your decision to learn the ways of TaeKwon-Do you will be asked to gain 1 more base level.
Return to Phoenix after leveling, he will ask you a few questions and here are the choices for them:
1. I face it head on.
2. Accept differences and learn from them.
He will then change you into a Taekwon and give you a
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.
|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|
|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|
|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|