First tier
Taekwon
The Taekwon is the first of the Expanded Classes, a group of classes outside the core six starter classes that sport somewhat more complicated class mechanics than usual, and may have somewhat abnormal class structures.
The Taekwon continues its vanilla tradition of spurning weapons in favor of a mastery that provides considerable amounts of Attack very early in the game, though they shouldn't put away those weapon cards quite yet. While they can't equip weapons, they can instead equip "Card Albums," equipment that take the Weapon Slot of the equipment window, but have no effect at all except to carry Weapon cards. This allows them to punch, or I suppose kick, above their weight class with a bit of investment, sparing them the fate of being left behind by other jobs who continue to gain stronger and stronger weapons as they progress.
Taekwon skills can be divided into two broad categories: Martial Skills and Kick Skills. The Martial Skills are all passive. They each associate with a single core stat (Strength, Agility, Dexterity, etc), increasing that stat and providing a related bonus. These give the Taekwon a strong core that can build themselves to a competitive level against other jobs without even having to consider active skills.
In addition to these passives are the Kick Skills, which function quite differently than those in vanilla. Instead of requiring a stance proc to activate, the Kick skills can all be activated freely, and will instead provide a stance buff upon doing so. While a stance buff is active, it will provide buffs to all following kicks that are used , until the user attempts to double up. The moment a kick whose stance is already active is used, or when the five second timer on the first stance expires, all stance buffs are immediately removed, and the combo must be rebuilt from scratch. This allows skilled Taekwons to "build their own combos," optimizing their rotations for each specific encounter.
Finally, Taekwons have one more unique characteristic that sets them apart even from other Expanded classes: instead of changing jobs to Star Gladiator or Soul Linker when they reach Job Level 50, they can instead opt to take on the "Taekwon Mission." This series of quests lock them out of job changing permanently, and in exchange grant them powerful buffs to all of their skills, a new kick inaccessible to ordinary Taekwons, and fifty additional job levels to fill out the remainder of their skill tree.
Where it sits
Skill list
Skills
Grouped the way the tree is grouped. Names, types, targets and the numbers behind every level come from the player wiki, so they match what you see in game.
Skills11 skills
-
Martial TrainingPassiveLv 10
Increases STR, Hit, Unarmed Damage
Training in basic combat and physical fitness. Passively increases the user's Strength and Hit Rate, and increases the user's damage while unarmed.
Level by level
Level STR Bonus Hit Bonus Damage Bonus 1 1 1 5 2 2 2 10 3 3 3 15 4 4 4 20 5 5 5 25 6 6 6 30 7 7 7 35 8 8 8 40 9 9 9 45 10 10 10 50 -
Martial EndurancePassiveLv 10
Increases VIT, healing potion recovery
Training in endurance and perseverance. Passively increases the user's Vitality and increases the effectiveness of Healing Potions they use.
Level by level
Level VIT Bonus HP Potion Effectiveness 1 1 5 2 2 10 3 3 15 4 4 20 5 5 25 6 6 30 7 7 35 8 8 40 9 9 45 10 10 50 -
Martial DisciplinePassiveLv 10
Increases INT, SP potion recovery
Training in focus and discipline. Passively increases the user's Intelligence and increases the effectiveness of SP Potions they use.
Level by level
Level INT Bonus SP Potion Effectiveness 1 1 5% 2 2 10% 3 3 15% 4 4 20% 5 5 25% 6 6 30% 7 7 35% 8 8 40% 9 9 45% 10 10 50% -
Martial PrecisionPassiveLv 10
Increases DEX, DEF pierce
Training in precise and accurate technique. Passively increases the user's Dexterity, Hit Rate, and Defense Pierce. Defense Pierce gained from this skill is treated as card-like pierce for stacking purposes.
Level by level
Level DEX Bonus Defense Pierce 1 1 3% 2 2 6% 3 3 9% 4 4 12% 5 5 15% 6 6 18% 7 7 21% 8 8 24% 9 9 27% 10 10 30% -
Martial AgilityPassiveLv 10
Increases AGI, flee
Training in rapid and flexible movement. Passively increases the user's Agility, Flee, and Perfect Dodge.
Level by level
Level AGI Bonus Flee Bonus 1 1 3 2 2 6 3 3 9 4 4 12 5 5 15 6 6 18 7 7 21 8 8 24 9 9 27 10 10 30 -
Counter KickPhysicalEnemyLv 10
Cannot miss or be guarded against, grants Counter Stance (all kicks cannot miss)
Delivers a powerful kick to the enemy, ignoring the target's Flee and bypassing skills like Guard. Activating this skill triggers Counter Stance for 5 seconds, during which all Kick skills ignore the target's Flee and bypass skills like Guard. Counter Stance ends when any other Stance ends, or when Counter Kick is cast again.
Learn firstMartial Endurance Lv3, Martial Discipline Lv3
Level by level
Level Damage SP Cost 1 120% 14 2 140% 13 3 160% 12 4 180% 11 5 200% 10 6 220% 9 7 240% 8 8 260% 7 9 280% 6 10 300% 5 -
Axe KickPhysicalEnemyLv 10
Stuns, grants Axe Stance (all kicks apply debuffs)
The user delivers a staggering blow to the top of the enemy's head, dealing significant damage that will leave the target briefly stunned. Activating this skill triggers Axe Stance, during which all Kick Skills inflict various status effects to their targets. Axe Stance ends when any other Stance ends, or when Axe Kick is cast again.
Learn firstMartial Endurance Lv3, Martial Precision Lv3
Level by level
Level Damage SP Cost 1 115% 14 2 130% 13 3 145% 12 4 160% 11 5 175% 10 6 190% 9 7 205% 8 8 220% 7 9 235% 6 10 250% 5 -
Tornado KickPhysicalSelfLv 10
AoE centered on user, grants Tornado Stance (all kicks become AoE)
The user delivers a wide-reaching kick that strikes all enemies in an area around them. Activating this skill triggers Tornado Stance for 5 seconds, during which all Kick skills splash in an area around the target. Tornado Stance ends when any other Stance ends, or when Tornado Kick is cast again.
Learn firstMartial Precision Lv3, Martial Agility Lv3
Level by level
Level Damage SP Cost 1 115% 14 2 130% 13 3 145% 12 4 160% 11 5 175% 10 6 190% 9 7 205% 8 8 220% 7 9 235% 6 10 250% 5 -
Roundhouse KickPhysicalEnemyLv 10
Dramatically increases ASPD, grants Roundhouse Stance
The user delivers a spinning roundhouse kick to an enemy, utilizing their momentum to keep attacking at a breakneck pace. Activating this skill triggers Roundhouse Stance for 5 seconds, during which the user's ASPD is increased. Roundhouse Stance ends when any other Stance ends, or when Roundhouse Kick is cast again.
Learn firstMartial Agility Lv3, Martial Discipline Lv3
Level by level
Level Damage SP Cost ASPD Bonus 1 120% 14 2 2 140% 13 4 3 160% 12 6 4 180% 11 8 5 200% 10 10 6 220% 9 12 7 240% 8 14 8 260% 7 16 9 280% 6 18 10 300% 5 20 -
Taekwon MissionPassiveLv 10
Quest skill, when learned, massively increases Kick skill damage, locks user from advancing job
In exchange for permanently blocking the ability to change jobs, increases the Job Level cap of the user (by up to 50) and increases the damage of all Kick Skills except Demolishing Kick.
Works withDemolishing Kick
Learn firstQuest
Level by level
Level Kick Damage Bonus Job Level Cap (Max 100) Mastery Damage Bonus 1 2% +10 10 2 8% +20 20 3 18% +30 30 4 32% +40 40 5 50% +50 50 6 72% +50 60 7 98% +50 70 8 128% +50 80 9 162% +50 90 10 200% +50 100 -
Demolishing KickPhysicalEnemyLv 10
Massive damage, with even greater damage per Stance active. Requires Taekwon Mission.
The user unleashes a kick with devastating force, dealing exceptional damage to an enemy based on the number of currently active Stances. All Stances immediately end upon casting this skill. This skill cannot be learned unless Taekwon Mission is unlocked.
Works withTaekwon Mission
Learn firstTaekwon Mission Lv1
Level by level
Level Base Damage Bonus Damage per Stance SP Cost 1 150% 15% 32 2 150% 30% 34 3 150% 45% 36 4 150% 60% 38 5 150% 75% 40 6 150% 90% 42 7 150% 105% 44 8 150% 120% 46 9 150% 135% 48 10 150% 150% 50
From the players
See it played
Come find out what changed
Make an account, grab the client, and come and see what changed.