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- Regenerates (30 * skillLV) HP if sitting next to another Taekwon class.
- Using the /doridori emote increases HP recovered.
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- Regenerates (3 * skillLV) SP if sitting next to another Taekwon class.
- Using the /doridori emote increases SP recovered.
- Gives the Enjoyable Rest status for 30 minutes.
- Using an Earth Spike Scroll while in this status has a chance of it not being consumed.
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- Cannot be used in no teleport maps with the exception of WoE castles.
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- Can now be used in no teleport maps, but will no longer jump over walls/obstacles (to prevent getting into areas that shouldn't be accessible).
- Still functions the same in WoE castles.
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- Max skill level of 1.
- Proc rate of 20%.
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- Max skill level of 5.
- Proc rate is now (2 * skillLV)%.
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- Increases base physical damage by (2 * skillLV)% per party member excluding self.
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- Increases melee physical damage on target each time a new Kick skill is used on that target.
- The following Kick skills work for this:
- Damage increase is (4 * skillLV)% per new Kick used.
- So if all 4 Kick skills are used, you'll deal 80% more melee physical damage on that target.
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- Has a 15% chance of entering Whirlwind Kick stance when auto attacking a target.
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- No longer procs chance to enter stance, as Kick skills can all be used on demand.
- Makes auto attacks deal splash damage of 2 cells around target.
- Consumes 1 SP from player per auto attack.
- Gives special effect to Whirlwind Kick.
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- Max skill level of 7.
- ATK ratio of (160 + 20 * skillLV)%.
- SP cost of (16 - 2 * skillLV).
- 5x5 AoE around target.
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- Max skill level of 2.
- ATK ratio of (100 + 50 * skillLV)%.
- SP cost of (6 - 2 * skillLV).
- Cooldown of 5 seconds.
- 5x5 AoE around target.
- No longer requires Whirlwind Stance to be used.
- If used while Prepare Whirlwind Kick is active:
- Summons a target on the cell of the target that pulls in nearby enemies and deals damage every 450 ms for 3 seconds.
- AoE of tornado is 7x7 cells.
- Tornado damage per tick: 300% MATK + 150% ATK
- Tornado deals physical damage.
- Increases AoE of the kick to 7x7.
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- Has a 15% chance of entering Counter Kick stance when auto attacking a target.
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- No longer procs chance to enter stance, as Kick skills can all be used on demand.
- For the first 1.5 seconds after entering the stance, all damage is negated.
- If a targeted spell is blocked during this 1.5 seconds, all damage is increased by 25% for 5 seconds.
- This damage increases persists through stance changes.
- Reduces all damage received by 20%.
- Damage reduction is multiplicative to other damage reductions.
- Recover 35 HP on each auto attack.
- Cooldown of 10 seconds.
- Gives special effect to Counter Kick.
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- Max skill level of 7.
- ATK ratio of (200 + 20 * skillLV)%.
- SP cost of (16 - 2 * skillLV).
- Never misses target.
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- Max skill level of 2.
- ATK ratio of (100 + 50 * skillLV)%.
- SP cost of (6 - 2 * skillLV).
- Never misses target.
- Cooldown of 1 second.
- No longer requires Counter Stance to be used.
- ATK ratio is tripled if the player has been hit by a skill within the last second.
- If used while Prepare Counter Kick is active:
- Heals the player for 10% of the damage dealt by the kick.
- Increase passive damage reduction of Prepare Counter Kick to 50% for 5 seconds.
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- Has a 15% chance of entering Axe Kick stance when auto attacking a target.
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- Max skill level of 7.
- ATK ratio of (160 + 20 * skillLV)%.
- SP cost of (16 - 2 * skillLV).
- Has a base chance of 3333% to Stun the target for 3 seconds.
- Both the chance and duration are reducible.
- However, as the base chance is so high, the enemy needs at least 98 VIT to reduce the chance.
- At 100 VIT the Stun chance becomes 0%.
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- Max skill level of 2.
- ATK ratio of (100 + 50 * skillLV)%.
- SP cost of (6 - 2 * skillLV).
- Has a base chance of 3333% to Stun the target for 3 seconds.
- Both the chance and duration are reducible.
- However, as the base chance is so high, the enemy needs at least 98 VIT to reduce the chance.
- At 100 VIT the Stun chance becomes 0%.
- Cooldown of 3 seconds.
- No longer requires Axe Kick Stance to be used.
- If used while Falling Star Stance is active:
- Echoes the damage of the Falling Stars for a maximum of 5 Falling Stars stacks.
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- Has a 15% chance of entering Round Kick stance when auto attacking a target.
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- Max skill level of 7.
- ATK ratio of (200 + 20 * skillLV)%.
- SP cost of (16 - 2 * skillLV).
- Knocks enemies surrounding target back by 2 cells.
- Enemies that are pushed back have a 70% chance to be stunned.
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- Max skill level of 2.
- ATK ratio of (100 + 50 * skillLV)%.
- SP cost of (6 - 2 * skillLV).
- Knocks enemy back 3 cells.
- Can CRIT.
- Cooldown of 5 seconds.
- No longer requires Round Kick Stance to be used.
- After cast, allows auto target of Flying Kick on that enemy for 3 seconds.
- If used while Titanic Stance is active:
- If the enemy is below 25% Max HP, the skill will be guaranteed to CRIT and all CRIT damage modifiers are tripled.
- Will knock the enemy back 7 cells.
- If there is a possible place for collision within knockback range of the enemy, the player will automatically knock the enemy into that wall/obstacle.
- If there is not, the enemy will simply be pushed back 7 cells.
- If the enemy collides with a wall after the knockback, they will be damaged again, and stunned for 2 seconds.
- Enemies that cannot be knocked back instead take increased damage based on their current Max HP:
- Below 75% Max HP: 50% increased damage
- Below 50% Max HP: 100% increased damage
- Below 25% Max HP: 300% increased damage
- These bonuses do not stack, and the highest damage increase will be prioritized.
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- Max skill level of 7.
- ATK ratio of (30 + 10 * skillLV)%.
- SP cost of (80 - 10 * skillLV).
- When used after Tumbling, increases ATK ratio by (4 * Base Level)%.
- If used while Sprinting and while in Spurt status, increase ATK ratio by (8 * Base Level)% instead.
- Dispels Spirit status, Full Adrenaline Rush, Kaite, Kaahi, One-Hand Quicken, and Berserk Potion Pitcher.
- Preserve status gives immunity to this dispel.
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- Max skill level of 2.
- ATK ratio of (50 * skillLV)%.
- Can CRIT.
- ATK ratio increased by 10% for each cell the caster is from the enemy.
- If used on a stunned target, triple the damage.
- Can be comboed directly after Roundhouse Kick.
- Now also dispels all Self Soul Links.
- Preserve no longer gives immunity to the dispel (Soul Linkers are still immune).
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- Receive a mission of having to kill 100 of a randomly selected monster.
- Gives a ranking point for each completed mission.
- If within the top-10 ranking, become a Taekwon Ranker and receive the following bonuses:
- Can perform an infinite chain of kicks after using one.
- If above level 90, triple Max HP and SP, and gain access to all Taekwon skills.
- Bonuses are removed upon job change to Soul Linker or Star Gladiator.
- /taekwon command shows the top-10 ranking.
- Only usable as Taekwon.
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- Missions work the same with receiving a random monster and having to kill 100 of them.
- No longer gives a ranking point for each completed mission.
- Taekwon Ranker status no longer exists, thus all the bonuses associated with it no longer apply.
- When completing a mission, gives a permanent 0.1% damage bonus to all that monster's traits, except for size.
- E.g. if you complete a Hode mission, you will receive a 0.1% damage bonus to Earth and a 0.1% damage bonus to Brute monsters.
- This damage bonus can stack up to 5% for each element and race.
- When a monster is completed, it's out of the pool for eligible monsters.
- As there are not 50 monsters of each trait, the missions for monsters will be repeatable.
- However, a mission does not become available to be repeated until all eligible monsters in the pool have been killed.
- E.g. there are only 5 Angel race monsters available in the pool. When they are completed, you will have a 0.5% damage increase towards Angel race monsters. To not limit the damage increase to only 0.5%, these monsters will become repeatable, but not until all other monsters have been killed at least once.
- When all monsters in the pool have been killed, all eligible monsters become available to be repeated again.
- When you max out on the damage bonus on certain elements and races, those monsters will no longer be in the pool at all.
- E.g. if you have gotten to a 5% damage increase on both Earth and Brute monsters, Hode and any other Earth/Brute monsters will no longer be in the eligible monsters pool.
- However, if you have only completed it for Earth and not Brute, Hode and other Earth/Brute monsters will still be available.
- The damage bonus stacks additively with card/equipment based bonuses.
- Usable as both Soul Linker and Star Gladiator classes, and bonuses persist even after job changing.
- The bonus is halved for magic damage, so a 0.05% increase instead of 0.1% increase, and maxes out at 2.5% instead of 5%.
- When all elements and races are completed, Taekwon Mission is no longer usable for that character.
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