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[Taekwon]

Practitioners of the martial art known as Taekwondo, they specialize in using various kicking techniques to defeat their opponents.

Previous[Merchant]Next[Knight]

Last updated 2 months ago

  • Because of this, Taekwons cannot equip any type of weapon.

  • When they evolve, a special angel uses Blessing and Increase Agility with a duration of 10 minutes.

Skills

IMG
Name
Description

Running

When you use this skill, your character starts running in a straight line. You cannot change direction while running. You can stop using the Running skill again (without SP cost to stop), using another skill, or running into a wall. When you use this skill (at least at level 7) and stop immediately, you will gain a +10 STR bonus and an additional +{SkillLevel*10}% damage boost for the Flying Kick skill for 150 seconds if unarmed (works for TK and SG, not for SL). If you have no weapon equipped, your kicking skill damage will increase by +10 per level, up to a maximum of +100.

Tornado Stance

This is a skill that you can toggle on and off by pressing the skill button. When active, there is a 15% chance of entering stance to use the Tornado Kick skill.

Tornado Kick

When you are in Tornado Kick Stance, you can use this skill to deal damage in a 5x5 area around you. The damage is {SkillLevel*20+160}% of your ATK.

Flying Kick Stance

This is a skill that you can toggle on and off by pressing the skill button. When active, there is a 15% chance of entering stance to use the Flying Kick skill.

Flying Kick

You can only use this skill while in Flying Kick Stance. You hit a single enemy dealing {SkillLevel*20+160}% ATK and stun them for 3 seconds.

Sweeping Kick Stance

This is a skill that you can toggle on and off by pressing the skill button. When active, there is a 15% chance of entering stance to use the Sweeping Kick skill.

Sweeping Kick

You can only use this skill while in Sweeping Kick Stance. You strike a single enemy dealing {SkillLevel*30+190}% ATK damage. All enemies within 3x3 cells around the target will be pushed back and stunned, without taking damage.

Counter Kick Stance

This is a skill that you can toggle on and off by pressing the skill button. When active, there is a 15% chance of entering stance to use the Counter Kick skill.

Counter Kick

You can only use this skill while in Counter Kick Stance. It will strike a single enemy with 100% accuracy and deal {SkillLevel*30+190}% damage.

Somersault

This is a skill that you can toggle on and off by pressing the skill button. When active, there is a 20% chance to dodge ranged physical or magical attacks.

Flying Side Kick

Attack an enemy that is far from you by jumping towards them and landing in the same cell as the target. Normally, you would have to select this skill manually to attack, but if you use it while Somersaulting, you will attack the dodged target automatically. The damage is {SkillLevel*10+30}%, but if used immediately after Somersault, it becomes stronger as your base level increases. When used while Running, the damage bonus scales further based on your base level.

Absolute Strike

Deals {SkillLevel*3}% more base damage to epic monsters. Every 100 attacks, your next attack deals {SkillLevel*5}% more damage and always critically strikes against Champion monsters.

Absolute Defense

Each time Somersault activates, you reduce the next damage taken by {SkillLevel*3}%.

Final Blow

Upon defeating a target, gain +{SkillLevel*2}% attack speed for 3 seconds.

Light Breeze

Use on a target. Your attack element becomes the opposite of theirs.

Leap

You jump {SkillLevel*3} cells in the direction you are facing. If the landing cell is passable and NOT occupied by a player, you can jump over obstacles such as walls. If the landing cell is unusable, you will only jump in place without moving. After learning this skill, the Emergency Call casting time (if you are the Guild Leader) will be doubled.

Intense Training

Defeating monsters grants ranking points (Monster level influences score). The top 20 Taekwons in the ranking deal 100% more damage, and each basic attack has a 1% chance to reset skill cooldowns. Use this skill to check the current ranking and your position. (Ranking resets when the server restarts.)

Combo F

Perform 5 consecutive attacks on the same target to activate this skill and enter Combo 1, initiating Combo State. While in this combo, basic attacks deal {SkillLevel*5}% additional damage. If 10 seconds pass without attacking or if you die, the combo is lost.

Combo E

This skill activates automatically when in Combo 1, or if using any kick skill while in Combo 1, transitioning into Combo 2. In this combo, kick skills deal {SkillLevel*10}% more damage. If 10 seconds pass without attacking or if you die, the combo is lost.

Combo D

This skill activates automatically when in Combo 2 and when pushing an enemy, transitioning into Combo 3. While in this combo or higher, the character enters Vigor Mode and gains {SkillLevel*5}% resistance to freezing and stun. If 10 seconds pass without attacking or if you die, the combo is lost.

Combo C

This skill activates automatically when in Combo 3 and upon defeating a target, transitioning into Combo 4. Basic attacks have a 3% chance to deal {SkillLevel}% of the target's current HP as damage (does not work on epic monsters). If 10 seconds pass without attacking or if you die, the combo is lost.

Combo B

This skill activates automatically when in Combo 4 and when equipping another armor (cannot be the same as the one used to initiate the combo), transitioning into Combo 5. Attacks heal {SkillLevel*3}% of the damage dealt. If 10 seconds pass without attacking or if you die, the combo is lost.

Combo A

While in Combo 5, this skill has {SkillLevel*2}% chance to activate automatically each time you use Combo 6. Entering this combo doubles the effects of all previous combos. Attack range increases to {SkillLevel*2} (turning kicks into cutting waves), and attacks are considered ranged. If 10 seconds pass without attacking or if you die, the combo is lost.

Masteries

IMG
Name
Description
Level

Drift Master

At max level, it is possible to control the Running skill.

100

Calm Before the Storm

Increases the chance to activate kicks by {MasteryLevel*3}%.

20

Eye of the Storm

AlEnemies 1 cell away from you receive +{MasteryLevel*2}% damage, while enemies farther away receive -{MasteryLevel*2}% damage.

100

Horse

Increases the chance to activate kicks by {MasteryLevel*10}%.

50

Karate Kid

Increases the damage of Flying Kick by {MasteryLevel*4}%.

80

Low Kick

Adds {MasteryLevel*4}% chance to push not only nearby enemies but also the target hit by the skill.

100

Beyblade Spin

Adds {MasteryLevel*4}% chance to push not only nearby enemies but also the target hit by the skill.

100

Predictable Attack

Increases the chance to activate kicks by {MasteryLevel*5}%.

50

I Don't Fall, I'm Dancing Break

While the skill is active, recover {MasteryLevel*7} HP.

100

Came and Went

-15% damage with Flying Kick. {MasteryLevel*6}% chance to return to the original position after using the skill.

100

Only the Best

No At max level, you gain the benefits of a TK Ranker, being able to use skills with the same freedom as a Taekwon in the Rank (still requires level 90+).

80

F+

Increases combo duration by +{MasteryLevel} seconds when not attacking enemies.

30

E+

Increases combo duration by +{MasteryLevel} seconds when not attacking enemies.

30

D+

Increases combo duration by +{MasteryLevel} seconds when not attacking enemies.

30

C+

Increases combo duration by +{MasteryLevel} seconds when not attacking enemies.

30

B+

Increases combo duration by +{MasteryLevel} seconds when not attacking enemies.

30

A+

Increases combo duration by +{MasteryLevel} seconds when not attacking enemies.

30

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