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    Soul Linker FAQ by Ryock

    Version: 1.01 | Updated: 10/08/06 | Printable Version | Search This Guide

    ===============================================================================
    ===============================Soul Linker FAQ=================================
    ==================================By: Ryock====================================
    ===============================================================================
    
    -----------------------------
    Table of Contents
    -----------------------------
    Section I: Version History
    Section II: About Soul Linkers and Myself
    Section III: Advantages and Disadvantages
    Section IV: Taekwon Boy and Girl Skills
    Section V: Soul Linker Skills
    Section VI: Skill Builds
    Section VII: Stat Builds
    Section VIII: Credits, Thanks, etc
    ========================================================
    Section I: Version History
    ========================================================
    Version 1.01: Updated user information. This FAQ is now only applicable in pre
    Renewal Ragnarok Online. The game has been updated, and because of it, many
    skills and mechanics have been changed. Take this FAQ with a grain of salt.
    Version 1.00: This is the first version of this FAQ, and will not be updated
    unless Gravity decides to change the bugs and/or skills/stats of Taekwons and
    Soul Linkers, or unless some more valuable knowledge comes into my posession,
    which should be likely since they're a newer class, and builds are still 
    being tested. Next update will be the in-game info and some new builds.
    ========================================================
    Section II: About Soul Linkers and Myself
    ========================================================
    Soul Linkers are the more magical type of class for the Taekwon characters.
    Soul Linkers are the ones that possess great spiritual knowledge and use the
    souls of their ancient ancestors to imbue people of today with great skills.
    In exchange for this magic, the Taekwon requires to sacrifice their Tae Kwon
    Do skills in order to persue this type of job. This means that any and ALL 
    kicks that you learned as a Taekwon Boy/Girl can no longer be used as a 
    Soul Linker. 
    
    But, don't let that discourage you. Soul Linkers are a very good class. 
    Sacrificing their Tae Kwon Do skills does in fact give you quite a good 
    return of magical powers. Their Spirit abilities can make classes of 
    characters insanely powerful. Even a Priest can deal out good damage when 
    imbued with a soul from their ancestors. You can become a Soul Linker once you
    hit job level 40 or 50 as a Taekwon Boy/Girl.
    
    Hitting job 50 is not necessary by any means whatsoever for a Soul Linker. The
    other skills that you COULD get as a Taekwon Boy/Girl are only convenient 
    skills that will not help you kill any faster. Soul Linkers are a lot of fun,
    and a lot of times, are not easy to level in their Taekwon stages. But this is
    why this FAQ exists, isn't it?
    
    Anyone who knows me, knows I have a fetish for magic. Which is why all my 
    characters are magic based, rather than physical based. I picked the more
    magical class of every character, and I have a lot of fun with them. Whether 
    it's my Wizard, Priest, Alchemist, or my Soul Linker, I always work very
    well with any of these classes, and they tend to be my favorite. Since there
    isn't really any more magical like classes out there that I may like at the
    moment, I can't decide what my last slot should have. But since I also have
    a huge fetish for guns as well, I'll probably put a Gunslinger there.
    
    I therefore thought that magical classes are usually the more difficult type
    of class to play. Where as a Hunter and put a trap down, click the monster, and
    wait; classes like Wizards, Sages, Priests, Soul Linkers, Alchemists, etc, have
    a much more difficult time leveling, since they're more magical based and 
    require more strategy rather than an Assassin or Knight just clicking a monster
    and waiting for it to die.
    
    Since the more complicated classes are forced to learn tactics like vertical
    Fire Wall, make very specific class builds, and are greatly punished for making
    mistakes with their builds, I decided I wanted to help out other people who may
    be having trouble with any of their characters. This is why I created this FAQ,
    and hope it will help others.
    
    But enough about me, we should get onto the FAQ now.
    ========================================================
    Section III: Advantages and Disadvantages
    ========================================================
    Soul Linkers, like any other class, has its own strengths and weaknesses.
    Their greatest strenght is PVM(player versus monster), and their greatest
    weakness is PVP(player versus player). They work well in WoE, but not as well 
    as some other classes do. Here is a good list of their advantages and 
    disadvantages:
    
    -----------------------------
    Advantages
    -----------------------------
    1: If you're building an Esma Soul Linker, these guys can knock out many
    types of monsters quite easily.
    
    2: Their soul linking abilities prove extremely powerful, and therefore make
    good support.
    
    3: With Kaahi and Kaizel, they're basically invincible in PVM, so long as 
    their SP does not run out.
    
    -----------------------------
    Disadvantages
    -----------------------------
    1: They cannot fight well in PVP at all, unless it's against a Sage/Wizard and
    they have Kaite.
    
    2: Can't fight well against anything unless they have a good Esma, or are built
    as a physical attacker.
    
    3: SP drains very quickly unless your soul links are high leveled, or your
    Kaina is high to prevent you from losing SP from Esma.
    
    ========================================================
    Section IV: Taekwon Boy and Girl Skills
    ========================================================
    To know how to properly build a character, you must know about the skills one
    can gain from the class. To help you know this, here are all the Taekwon 
    Boy/Girl skills.
    
    Tornado Kick
    Type: Active
    In-game Info: 
    Pre-reqs: None
    Level 1: 180% ATK damage
    Level 2: 200% ATK damage
    Level 3: 220% ATK damage
    Level 4: 240% ATK damage
    Level 5: 260% ATK damage
    Level 6: 280% ATK damage
    Level 7: 300% ATK damage
    Extra Notes: Good and all, but uhh... Soul Linkers can't use a single one
    of these kicks anymore, so this is a skill not worth putting points into.
    
    Prepare Tornado Kick
    Type: Passive
    In-game Info: 
    Pre-reqs: Level 1 Tornado Kick
    Level 1: 15% chance to activate Tornado Kick
    Extra Notes: You turn it on or off. When on, every kick that's made will have
    a 15% chance of going into this stance, and in which case, you hit Tornado
    Kick to perform the attack. Don't get it. We don't need it.
    
    Roundhouse Kick
    Type: Active
    In-game Info: 
    Pre-reqs: None
    level 1: 220% ATK damage
    Level 2: 250% ATK damage
    Level 3: 280% ATK damage
    Level 4: 310% ATK damage
    Level 5: 340% ATK damage
    Level 6: 370% ATK damage
    Level 7: 400% ATK damage
    Extra Notes: Great, but again, don't get it.
    
    Prepare Roundhouse Kick
    Type: Passive
    In-game Info: 
    Pre-reqs: Level 1 Roundhouse Kick
    Level 1: 15% chance to activate Roundhouse Kick
    Extra Notes: Once again, don't get it.
    
    Flying Kick
    Type: Active
    In-game Info: 
    Pre-reqs: None
    Level 1: 40% ATK damage
    Level 2: 50% ATK damage
    Level 3: 60% ATK damage
    Level 4: 70% ATK damage
    Level 5: 80% ATK damage
    Level 6: 90% ATK damage
    Level 7: 100% ATK damage
    Extra Notes: Okay, this we don't really have a choice. We need this as a
    pre-req for Tumbling. Max it, as much as I don't like saying that XD.
    
    Tumbling
    Type: Passive
    In-game Info: 
    Pre-reqs: Level 7 Flying Kick
    Level 1: 20% chance to completely dodge a ranged physical attack, dodges melee
    physicals as well when Sprint STR bonus is in place if unequipped
    Extra Notes: This is the skill that Soul Linkers need. This is a very 
    valuable skill and will allow us to dodge most attacks at us.
    
    Heel Drop
    Type: Active
    In-game Info: 
    Pre-reqs: None
    Level 1: 180% ATK damage
    Level 2: 200% ATK damage
    Level 3: 220% ATK damage
    Level 4: 240% ATK damage
    Level 5: 260% ATK damage
    Level 6: 280% ATK damage
    Level 7: 300% ATK damage
    Extra Notes: Don't get it. Period.
    
    Prepare Heel Drop
    Type: Passive
    In-game Info: 
    Pre-reqs: Level 1 Heel Drop
    Level 1: 15% chance of activating Heel Drop
    Extra Notes: Once again, this is a waste of points.
    
    Spin Kick
    Type: Active
    In-game Info: 
    Pre-reqs: None
    Level 1: 220% ATK damage
    Level 2: 250% ATK damage
    Level 3: 280% ATK damage
    Level 4: 310% ATK damage
    Level 5: 340% ATK damage
    Level 6: 370% ATK damage
    Level 7: 400% ATK damage
    Extra Notes: Nice! Can't use it.
    
    Prepare Spin Kick
    Type: Passive
    In-game Info: 
    Pre-reqs: Level 1 Spin Kick
    Level 1: 15% chance to activate Spin Kick
    Extra Notes: Too bad we can't use these, huh?
    
    Happy Break
    Type: Passive
    In-game Info: 
    Pre-reqs: None
    Level 1: 3 SP
    Level 2: 6 SP
    Level 3: 9 SP
    Level 4: 12 SP
    Level 5: 15 SP
    Level 6: 18 SP
    Level 7: 21 SP
    Level 8: 24 SP
    Level 9: 27 SP
    Level 10: 30 SP
    Extra Notes: Once thing extra I should say, any Linker that needs to defend
    themselves is going to need this at level 5 to get Mild Wind. And don't worry,
    it's not THAT weak. It increases even more if you have more INT.
    
    Peaceful Break
    Type: Passive
    In-game Info: 
    Pre-reqs: None
    Level 1: 30 HP
    Level 2: 60 HP
    Level 3: 90 HP
    Level 4: 120 HP
    Level 5: 150 HP
    Level 6: 180 HP
    Level 7: 210 HP
    Level 8: 240 HP
    Level 9: 270 HP
    Level 10: 300 HP
    Extra Notes: This is exactly like Happy Break, just the exact opposite, and
    will give more HP the higher your VIT is. Again, get this to level 5.
    
    Kihop
    Type: Passive
    In-game Info: 
    Pre-reqs: None
    Level 1: 2% more ATK per party member
    Level 2: 4% more ATK per party member
    Level 3: 6% more ATK per party member
    Level 4: 8% more ATK per party member
    Level 5: 10% more ATK per party member
    Extra Notes: And this would be why Emperium Breakers are so useful. This is
    an extremely nice skill, whether you're an Emperium Breaker Linker, or a 
    Taekwon Master. Either way, you'll want this maxed.
    
    Taekwon Mission
    Type: Active
    In-game Info: 
    Pre-reqs: Level 5 Kihop
    Level 1: Targets a monster for killing
    Extra Notes: This is the most interesting skill I've ever heard of. Obviously
    enough though, you don't need this skill for anything, especially since you're
    not staying as a Taekwon.
    
    Mild Wind
    Type: Active
    In-game Info: 
    Pre-reqs: None
    Level 1: Changes weapon and Esma property to Earth
    Level 2: Changes weapon and Esma property to Wind
    Level 3: Changes weapon and Esma property to Water
    Level 4: Changes weapon and Esma property to Fire
    Level 5: Changes weapon and Esma property to Ghost
    Level 6: Changes weapon and Esma property to Shadow
    Level 7: Changes weapon and Esma property to Holy
    Extra Notes: This is the most useful part of being a Taekwon, Taekwon Master,
    or Soul Linker. Manipulating the elements perfectly to have any element 
    you wish at all. This helps make the limitations of the characters much much
    easier to deal with.
    
    Sprint
    Type: Active
    In-game Info: 
    Pre-reqs: None
    Level 1: 6 seconds casting time, 100 SP
    Level 2: 5 seconds casting time, 90 SP
    Level 3: 4 seconds casting time, 80 SP
    Level 4: 3 seconds casting time, 70 SP
    Level 5: 2 seconds casting time, 60 SP
    Level 6: 1 second casting time, 50 SP
    Level 7: 0 second casting time, 40 SP
    Level 8: 0 second casting time, 30 SP
    Level 9: 0 second casting time, 20 SP
    Level 10: 0 second casting time, 10 SP
    Extra Notes: This would be useful only for soloing. And since we'll always
    be equipping some sort of weapon, its STR bonus for Tumbling provides no use.
    If you have extra points, you can get it.
    
    Leap
    Type: Active
    In-game Info: 
    Pre-reqs: None
    Level 1: 5 seconds casting time, 2 cell range
    Level 2: 4 seconds casting time, 4 cell range
    Level 3: 3 seconds casting time, 6 cell range
    Level 4: 2 seconds casting time, 8 cell range
    Level 5: 1 second casting time, 10 cell range
    Extra Notes: I love this skill so much. You can be a ninja with this =P. Need
    to make a quick escape, but nowhere to run? Not true! You can even jump behind
    walls and scenery, so long as there is a possible spot to walk.
    
    ========================================================
    Section V: Soul Linker Skills
    ========================================================
    Finally a Soul Linker? Well, here's a harsh truth. It's gonna stay a little
    difficult for a little while longer, because you still need spirits for all
    your major skills. Here are the Soul Linker skills.
    
    Monk Spirit
    Type: Active
    In-game Info: 
    Pre-reqs: None
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is a good skill and all, but unfortunately, combo Monks
    are hard to come by these days, and would rather build a Spirit Monk or a 
    Guillotine Monk.
    
    Eska
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Monk Spirit
    Level 1: Lasts 10 seconds, 3 seconds casting time
    Level 2: Lasts 20 seconds, 2 seconds casting time
    Level 3: Lasts 30 seconds, 1 second casting time
    Extra Notes: Although it says it lowers the moving speed of the enemy, it 
    doesn't seem to do that at all. This skill is only good for Monks with 
    Occult Impaction. They can level almost anywhere if this is used on enemies.
    
    Priest Spirit
    Type: Active
    In-game Info:
    Pre-reqs: Level 1 Monk Spirit
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: You ever see a ME Priest imbued with this spirit? These will
    help them royally own just about any monster weak to Holy.
    
    Eswoo
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Monk Spirit, level 1 Priest Spirit
    Level 1: Lasts 1 second
    Level 2: Lasts 2 seconds
    Level 3: Lasts 3 seconds
    Level 4: Lasts 4 seconds
    Level 5: Lasts 5 seconds
    Level 6: Lasts 6 seconds
    Level 7: Lasts 7 seconds
    Extra Notes: Just like the Priest's Decrease AGI spell, this skill will
    give them the same effect basically. Except the monster is going to get very
    small, and therefore will be even slower, since they can't move as wide.
    
    Alchemist Spirit
    Type: Active
    In-game Info:
    Pre-reqs: None
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is really handy for Alchemists, not too great battle-wise,
    except for the fact that all classes can be hit by Berserk Potions now. It
    is mostly a time saver, and Alchemists will love this skill.
    
    Blacksmith Spirit
    Type: Active
    In-game Info:
    Pre-reqs: Level 1 Alchemist Spirit
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is really fun if you've got a Kihop party going and you're
    an Emperium Breaker type. Your ASPD is going to greatly increase with any 
    weapon, and this will help Assassins attack faster, and make you stronger as 
    well.
    
    Crusader Spirit
    Type: Active
    In-game Info:
    Pre-reqs: None
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is more of a fun attack. Shield Boomerang already isn't
    too strong, and usually only helps to annoy Wizards. This is an average skill
    and would be worth skipping if it didn't get you Kaahi.
    
    Kaahi
    Type: Active
    In-game Info:
    Pre-reqs: Level 1 Monk Spirit, level 1 Priest Spirit, level 1 Crusader Spirit
    Level 1: 200 Heal, 5 SP
    Level 2: 400 Heal, 10 SP
    Level 3: 600 Heal, 15 SP
    Level 4: 800 Heal, 20 SP
    Level 5: 1000 Heal, 25 SP
    Level 6: 1200 Heal, 30 SP
    Level 7: 1400 Heal, 35 SP
    Extra Notes: This is a wonderful skill, but takes SP very quickly. This is why
    this is really good to Emperium Breakers and Esma Linkers since Esma Linkers
    will be getting Kaina. Every time an attempt to hit you is made, you'll heal 
    before the hit gets through, even if it doesn't hit you, and the SP will be
    taken after the heal.
    
    Kaizel
    Type: Active
    In-game Info:
    Pre-reqs: None
    Level 1: 10% recovery when resurrected, 4.5 seconds casting time
    Level 2: 20% recovery when resurrected, 4.0 seconds casting time
    Level 3: 30% recovery when resurrected, 3.5 seconds casting time
    Level 4: 40% recovery when resurrected, 3.0 seconds casting time
    Level 5: 50% recovery when resurrected, 2.5 seconds casting time
    Level 6: 60% recovery when resurrected, 2.5 seconds casting time
    Level 7: 70% recovery when resurrected, 2.5 seconds casting time
    Extra Notes: Ever see Auto-Life in Final Fantasy? This is exactly like that in
    every way imaginable. Just doesn't have any use in WoE. Don't have yggs? Use
    this instead. Only problem is that its casting speed is not affected by DEX.
    
    Knight Spirit
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Crusader Spirit
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This should have really been given to the Crusaders, but eh. It'll
    allow Knights to use One-handed Quicken, which is just like Two-handed Quicken,
    except with one handed swords. Not likely you'll be using this on Knights.
    
    Eske
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Crusader Spirit, level 1 Knight Spirit
    Level 1: Lasts 10 seconds, 3 seconds casting time
    Level 2: Lasts 20 seconds, 2 seconds casting time
    level 3: Lasts 30 seconds, 1 second casting time
    Extra Notes: This is an interesting spell to say the least. Provoke is still
    better, but stacking this with Provoke could get some nice results. A very
    good tanking skill, or WoE Breaker build.
    
    Fist Master Spirit
    Type: Active
    In-game Info:
    Pre-reqs: None
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is really freaking neat. This will allow Taekwon Masters to
    use Solar, Lunar, and Stellar Union, which is going to greatly strengthen them
    and allow them to float off the ground.
    
    Soul Linker Spirit
    Type: Active
    In-game Info:
    Pre-reqs: Level 1 Fist Master Spirit
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is a very nice skill indeed. Everyone knows that with a
    maxed Kaahi or at least level 5 or 6 Kaahi, you're nearly invincible to 
    monsters. Now, what if you could use those skills on other people? Well, with
    this, you can. Leveling can become a world easier with this skill.
    
    Super Novice Spirit
    Type: Active
    In-game Info:
    Pre-reqs: None
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This will likely almost never be used since Super Novices are
    rare to find as it is, let alone one at Level 90 or higher.
    
    Advanced 1st Spirit
    Type: Active
    In-game Info: 
    Pre-reqs: Level 5 Super Novice Spirit
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is a really neat skill for those who are trying to 
    transcend. Unfortunately, this will grow useless quickly once they have
    transcended, and its requirements are pretty high and useless.
    
    Assassin Spirit
    Type: Active
    In-game Info: 
    Pre-reqs: None
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is really really neat. Unfortunately, it's hard to find a
    proper use for this when most Assassins don't put enough DEX in to actually
    hit with Sonic Blow, and instead go completely full critical.
    
    Rogue Spirit
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Assassin Spirit
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is nice. Rogues don't use their stalking abilities much
    unless they're in WoE, and that's where this might become a little handy. It\
    could probably be worth skipping, though.
    
    Kaupe
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Assassin Spirit, level 1 Rogue Spirit
    Level 1: 33% chance of dodging the next attack
    Level 2: 66% chance of dodging the next attack
    Level 3: 100% chance of dodging the next attack
    Extra Notes: I personally love this spell. For my Soul Linker, I built him
    AGI based. Of course, it's unlikely that the enemy will hit me, but just in
    case, this will dodge the next attack without fail, and when it does work, I
    can quickly activate it again, and continue the slaughter.
    
    Bard and Dancer Spirit
    Type: Active
    In-game Info: 
    Pre-reqs: None
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is.... interesting to say the least. It's pretty funny to
    see Bards perforimg Dancer spells, and Dancers performing Bard spells. This 
    could truly have a nice use in WoE, and could make Dancers more wanted now.
    
    Hunter Spirit
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Bard and Dancer Spirit
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: As if Hunters weren't already strong enough as it was, this will
    allow Hunters to use Beast Strafe, which is kind of a combo move like the 
    Monk's combos and Taekwons kick stances. Works really well on brute types,
    obviously enough. This isn't really necessary though.
    
    Sage Spirit
    Type: Active
    In-game Info: 
    Pre-reqs: None
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is a REAL nice spell, when it finally gets a use. Battle
    Sages are kind of umcommon though, so this won't be used much. When it does
    get used though, it's catastrophic. You'll only want it for Esma, or the
    Wizard Spirit.
    
    Wizard Spirit
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Sage Spirit
    Level 1: Lasts for 150 seconds, costs 460 SP
    Level 2: Lasts for 200 seconds, costs 360 SP
    Level 3: Lasts for 250 seconds, costs 360 SP
    Level 4: Lasts for 300 seconds, costs 160 SP
    Level 5: Lasts for 350 seconds, costs 60 SP
    Extra Notes: This is amazing. Getting rid of all the gem stone costs is very
    useful to those who use Safety Wall, which is common among High Wizards, 
    especially in WoE.
    
    Kaina
    Type: Passive
    In-game Info: 
    Pre-reqs: None
    Level 1: 40% boost to HB, +30 SP
    Level 2: 50% boost to HB, +60 SP
    Level 3: 60% boost to HB, +90 SP
    Level 4: 70% boost to HB, +120 SP
    Level 5: 80% boost to HB, +150 SP
    Level 6: 90% boost to HB, +180 SP
    Level 7: 100% boost to HB, +210 SP
    Extra Notes: HB means Happy Break by the way, in case the HB thing confuses
    you. This will also cut the cost of Esma greatly at higher levels. This should
    be maxed for all Esma Linkers. It cuts costs of the Esma spell by 3% per level
    of Kaina in the 70's, 5% in the 80's, and 7% in the 90's for a total of 21%
    reduction of SP at max level in the 70's, 35% in the 80's, and 51% in the 90's.
    
    Kaite
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Sage Spirit, level 1 Wizard Spirit
    Level 1: 6.0 seconds casting time, reflects 1 spell, lasts 1 minute
    Level 2: 5.5 seconds casting time, reflects 1 spell, lasts 2 minutes
    Level 3: 5.0 seconds casting time, reflects 1 spell, lasts 3 minutes
    Level 4: 4.5 seconds casting time, reflects 1 spell, lasts 4 minutes
    Level 5: 4.0 seconds casting time, reflects 2 spells, lasts 5 minutes
    Level 6: 3.5 seconds casting time, reflects 2 spells, lasts 6 minutes
    Level 7: 3.0 seconds casting time, reflects 2 spells, lasts 10 minutes
    Extra Notes: Ow. That is all I have to say. Having magic reflected back at you
    is not fun, and Wizards and Sages could have a hard time killing you. Not that
    you can kill them, but still, it's gonna be difficult for them to kill ya.
    
    Estun
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Sage Spirit, level 1 Wizard Spirit
    Level 1: 5% MATK
    Level 2: 10% MATK
    Level 3: 15% MATK
    Level 4: 20% MATK
    Level 5: 25% MATK
    Level 6: 30% MATK
    Level 7: 35% MATK
    Extra Notes: This skill is very weak, but is required in order to learn
    Esma, which is the Soul Linker's most powerful attack, and basically their
    only attack. This attack will stun medium dized monsters only. Large and
    small type monsters won't be affected by the stun, nor damage.
    
    Estin
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Sage Spirit, level 1 Wizard Spirit
    Level 1: 10% MATK
    Level 2: 20% MATK
    Level 3: 30% MATK
    Level 4: 40% MATK
    Level 5: 50% MATK
    Level 6: 60% MATK
    Level 7: 70% MATK
    Extra Notes: Same as Estun, except it knocks back enemies, and it is useful
    for inflicting damage on small type monsters. Large and medium types are not
    affected by the damage, but are affected by the knockback.
    
    Esma
    Type: Active
    In-game Info: 
    Pre-reqs: Level 1 Sage Spirit, level 1 Wizard Spirit, level 7 Estun, and level
    7 Estin
    Level 1: (40+ Base Level)% MATK x 1 attack
    Level 2: (40+ Base Level)% MATK x 2 attacks
    Level 3: (40+ Base Level)% MATK x 3 attacks
    Level 4: (40+ Base Level)% MATK x 4 attacks
    Level 5: (40+ Base Level)% MATK x 5 attacks
    Level 6: (40+ Base Level)% MATK x 6 attacks
    Level 7: (40+ Base Level)% MATK x 7 attacks
    Level 8: (40+ Base Level)% MATK x 8 attacks
    Level 9: (40+ Base Level)% MATK x 9 attacks
    Level 10: (40+ Base Level)% MATK x 10 attacks
    Extra Notes: The Soul Linker's most powerful attack. It outclasses many
    attacks in the game, having a very fast cast speed at all levels, and changes
    its elemental property, due to your Mild Wind skill. Only big problem is its
    pre-reqs. It's going to take a long while to get this skill maxed.
    
    ========================================================
    Section VI: Skill Builds
    ========================================================
    You always need the proper skills in order to win, and help your teammates
    out. Here are some good skill builds.
    
    -----------------------------
    Esma Soul Linker
    -----------------------------
    Taekwon Boy/Girl Skills
    Leap: Level 5
    Peaceful Break: Level 6
    Happy Break: Level 8
    Kihop: Level 5
    Mild Wind: Level 7
    Flying Kick: Level 7
    Tumbling: Level 1
    
    Job change at 40
    
    Soul Linker Skills
    Spirit of Sage: Level 1
    Spirit of Wizard: Level 1
    Estun: Level 7
    Estin: Level 7
    Esma: Level 10
    Kaina: Level 7
    Monk Spirit: Level 1
    Priest Spirit: Level 1
    Crusader Spirit: Level 1
    Kaahi: Level 7
    Kaizel: Level 1
    
    Notes: This is the build I work with, and I personally like it a lot. It 
    strikes hard and fast against monsters, helps keep yourself alive with Kaina
    and Kaizel, and works really well for MVPs. You should have 5 leftover points. 
    What you throw those into can be just about anything you like. Kaupe, Eska, 
    or more soul links if that's what you prefer. Depends on your stat build. 
    This is the basic build for an Esma Soul Linker, though. If you decide you want
    to go job 50 instead, you can get level 10 Happy Break, level 7 Sprint, and
    level 7 Peaceful Break. It's not necessary by any means, though.
    
    -----------------------------
    True Soul Linker
    -----------------------------
    Taekwon Boy/Girl Skills
    Flying Kick: Level 7
    Tumbling: Level 1
    Sprint Level 7 & Peaceful Break Level 7, OR Kihop Level 5 & Mild Wind Level 7
    Happy Break: Level 10
    
    Job change at 41
    
    Soul Linker Skills
    Eska: Level 3
    Eswoo: Level 7
    Spirit of Monk: Level 1
    Spirit of Priest: Level 1
    Spirit of Crusader: Level 1
    Kaahi: Level 7
    Kaizel: Level 1
    Spirit of Alchemist: Level 1
    Spirit of Blacksmith: Level 1
    Spirit of Super Novice: Level 5
    Spirit of Advance 1st: Level 1
    Fist Master Spirit: Level 1
    Soul Linker Spirit: Level 1
    Sage Spirit: level 1
    Wizard Spirit: Level 1
    Kaite: Level 5
    Assassin Spirit: Level 1
    Rogue Spirit: Level 1
    Bard and Dancer Spirit: Level 1
    Hunter Spirit: Level 1
    Knight Spirit: Level 1
    Kaupe: Level 3
    Eske: Level 3
    
    Notes: This job's focus is to support the party, which is why this build
    has every soul link. I see this build being good for an INT/AGI build, since it
    has Kaupe and Eske. These skills will also be very helpful for tanking, as well
    as your Kaahi and Kaizel.
    
    -----------------------------
    WoE Soul Linker
    -----------------------------
    Taekwon Boy/Girl Skills
    Flying Kick: Level 7
    Tumbling: Level 1
    Happy Break: Level 5
    Peaceful Break: Level 5
    Kihop: Level 5
    Mild Wind: Level 7
    Leap: Level 5
    Sprint: Level 7 for job 43, 46 for 10
    
    Job change at 43 or 46
    
    Monk Spirit: Level 1
    Priest Spirit: Level 1
    Crusader Spirit: Level 1
    Kaahi: Level 7
    Rogue Spirit: Level 1
    Assassin Spirit: Level 1
    Kaupe: Level 3
    Alchemist Spirit: Level 1
    Blacksmith Spirit: Level 5
    Fist Master Spirit: Level 1
    Soul Linker Spirit: Level 5
    Kaite: Level 7
    Knight Spirit: Level 1
    Eske: Level 3
    Sage Spirit: Level 1
    Wizard Spirit: Level 5
    Bard and Dancer Spirit: Level 5
    
    Notes: This is quite a nice build for WoE. It has a maxed Blacksmith spirit
    to get Advanced Adrenaline Rush on everyone for some good ASPD. It has maxed
    Bard and Dancer spirits to allow them to operate parts of WoE that they 
    couldn't before. The Soul Linker spirit will allow another Soul Linker with
    a similar build to help support people even more, and from what I'm told, they
    make very good emperium breakers with Kihop. To top it off, they can help the
    Wizards protect the Emperium much better with no gem stones for their Safety
    Walls.
    
    ========================================================
    Section VII: Stat Builds
    ========================================================
    With the right skill build, you also need to have a stat build in mind if you
    want to survive. Along with these builds, I also put what skill build they 
    may work with at the moment.
    
    -----------------------------
    Emperium Breaker Supporter
    -----------------------------
    STR: 75
    AGI: 60
    VIT: 50+6
    INT: 62+12
    DEX: 30+12
    LUK: 25
    
    Notes: This is quite an interesting build. I've seen a number of Soul Linkers
    use a build like this, and has a very high critical ratio if you use a 
    Dagger of Counter with it. This build seems to work nicely with the WoE
    Soul Linker build given earlier.
    
    -----------------------------
    Vital Esma Linker
    -----------------------------
    STR: 1
    AGI: 9
    VIT: 57+6
    INT: 99+12
    DEX: 75+12
    LUK: 1
    
    Notes: This is the Soul Linker a lot of people are making, as they all 
    believe that VIT is more important that a lot of DEX. And they would be right,
    DEX is nowhere near as important to Soul Linkers as it is to Wizards and
    Sages. With only 31 DEX, I can cast Esma just as quick as a Wizard with 93
    DEX and Level 7 Fire Bolt.
    
    -----------------------------
    Speedy Soul Taker
    -----------------------------
    STR: 1
    AGI: 80
    VIT: 1+6
    INT: 99+12
    DEX: 53+12
    LUK: 1
    
    Notes: This is the build I use, and I like it more than the Vital Esma
    Linker personally. A lot of people told me that they thought it would be a bad
    idea to go AGI instead of VIT. Although normally that would be true, having
    a Mocking Muffler and a maxed Kaupe and Kaahi allows me to take out a lot
    of monsters at once.
    
    ========================================================
    Section VIII: Credits, Thanks, etc
    ========================================================
    I give my greatest thanks to the people in Korea who made this game and this
    FAQ possible. I give thanks to my friend Tetsuya-San, and Jynkins. I also
    give thanks to some other peeps like my friends Aket, Tulip, and mochii.
    
    If you have any questions or comments at all, let me know through e-mail if
    you need to know further things about Soul Linkers. You can contact me through
    sageryock@yahoo.com. Please put in the subject box "Soul Linker" or else I
    may not likely read it.
    
    Please, let me know if this is seen anywhere else besides Gamefaqs.com, as that
    would be illegal, and I would like to be informed of this. This FAQ is for
    personal use.