Perma Taekwon Kid Guide
aka Taekwon Ranker
by Master Diwa
Version 1.3


I. Introduction

There have been many questions about this unique job class but few have been 
answered well. This guide hopefully answers all the common and uncommon ques-
tions about the wonderful and fun world of the Perma Taekwon.


II. Abbreviations

TK - Taekwon Kid
HP - Health Points
SP - Skill Points
MHP - Maximum Health Points
MSP - Maximum Skill Points
PvM - Player versus Monster
WoE - War of Emperium
PvP - Player versus Player


III. Benefits of a Ranker Taekwon

1. Below level 90 - a TK included in the top 10 rankers get to combo different 
kicks using only one stance for unlimited use. Example: Roundhouse Stance > 
Roundhouse Kick > Tornado Kick > Heel Drop. Contrary to popular belief, you CAN
combo Counter Kick with other kicks as demonstrated in the PvP video below.

I have here two videos of my ranker TK at posted at youtube.
http://www.youtube.com/watch?v=dWUAdh3QzzI
http://www.youtube.com/watch?v=U5NXDXkOXtY

2. Level 90 Above - Aside from the benefits stated above. A top 10 TK once level
90 gets a cool benefit of 3X MHP/SHP. All the Taekwon skills will become avai-
lable and maxed out even if you haven't previously placed skill points in it.

Here's a series of screenshots showing my Skill window at level 89 and level 90.

Level 89
http://i43.photobucket.com/albums/e354/mangdiws3/TK%20Guide/screenChaos2072.jpg
http://i43.photobucket.com/albums/e354/mangdiws3/TK%20Guide/screenChaos2073.jpg
http://i43.photobucket.com/albums/e354/mangdiws3/TK%20Guide/screenChaos2074.jpg

Level 90
Notice now that all skills maxed out and is now available for use anytime.
http://i43.photobucket.com/albums/e354/mangdiws3/TK%20Guide/screenChaos2079.jpg
http://i43.photobucket.com/albums/e354/mangdiws3/TK%20Guide/screenChaos2080.jpg
http://i43.photobucket.com/albums/e354/mangdiws3/TK%20Guide/screenChaos2081.jpg


IV. Downside of a Ranker Taekwon

1. When you eventually make it to the top 10 but got booted out, you will lose
all the benefits of a ranker TK and just become and ordinary TK.


V. Skills and My Comments [Descriptions taken from Doddler's Noghaltz guide]

Sprint
Skill Type: Movement
Max Level: 10
SP Cost: Depends on skill level.
Cast Time: Depends on skill level. 0.5s aftercast delay for all levels.
Prerequisites: None

Description: Enable the caster to run with incredible speed. At levels 7 and
above, this skill endows the caster with the Spurt status, which will 
temporarily increase STR if the caster stops running and is bare handed, but
is canceled once the caster equips a weapon.

Level/Cast Time/SP Cost/ATK Bonus
1/6 sec./100/+10
2/5 sec./90/+20
3/4 sec.mega_shok.gif/+30
4/3 sec./70/+40
5/2 sec./60/+50
6/1 sec./50/+60
7/Instant/40/+70
8/Instant/30/+80
9/Instant/20/+90
10/Instant/10/+100

My Comment: I treat this skill similar to a Weapons Mastery skill. Maximizing
this skill gives you +100 ATK bonus when weaponless. Since you will be 
weaponless for the rest of your life, might as well get this maxed. Not to 
mention you get to go where you want real fast.

***

Leap
Skill Type: Movement
Max Level: 5
SP Cost: 50 sp
Cast Time: Depends on skill level. No aftercast delay.
Prerequisites: None

Description: Leap uses the Taekwon's leg strength to perform a great jump, 
leaping over obstacles and hazards on the way. When you activate Leap, you will
jump forward a certain amount of cells depending on the skill used. There is no
restrictions, as long as the target cell is a valid walkable cell and not 
currently occupied by another player, the jump will succeed. If the target 
isn't valid, your character will simply stay in its original spot.

The Leap skill is usable on all maps, including WoE and PvP.

Level/Cast Time/Distance
1/5 sec./2 Cells
2/4 sec./4 Cells
3/3 sec./6 Cells
4/2 sec./8 Cells
5/1 sec./10 Cells

My Comment: At first this may seem like a useless skill. But it can save your 
life when being mobbed. It also has tactical advantages in WoE. Also you can't 
use Leap in normal maps where teleporting is disabled.

***

Peaceful Break
Skill Type: Passive
Max Level: 10
Prerequisites: None

Description: Peaceful Break is a passive skill which activates when ever you 
sit next to another Taekwon class character. Once it activates, you will re-
generate HP quickly over time. The base recovery rate of Peaceful Break in-
creases as you have higher Vit.

You can gain an additional +30 HP recovery on the next regen interval by using 
/doridori emote while its active.

This skill will not work over 50% weight.

Level/HP Recovered
1/30 Hp
2/60 Hp
3/90 Hp
4/120 Hp
5/150 Hp
6/180 Hp
7/210 Hp
8/240 Hp
9/270 Hp
10/300 Hp

My Comment: Only get level 5 since it's a pre-requisite to Mild Wind.

***

Happy Break
Skill Type: Passive
Max Level: 10
Prerequisites: None

Description: Happy Break, like Peaceful Break is a passive skill which 
activates when ever you sit next to another Taekwon class character. Once it 
activates, you will regenerate SP quickly over time. The base recovery rate of 
Happy Break 
increases as you have higher Vit.

You can gain an additional +3 SP recovery on the next regen interval by using 
/doridori emote while its active.

When two Taekwon players under the influence of Happy Break use /doridori, they
both gain the "Happiness" status. An icon will show on the right side which 
resembles gloria, and for 30 minutes you will be able to use an Earth Spike 
Scroll with a high probability of it not being consumed durring the cast. 
Casting earth spike this way will consume 10sp. The chance of the scroll 
actually being consumed is 10% at level 1, 1% at level 10.

This skill will not work over 50% weight.

Level/SP Recovered
1/3 Sp
2/6 Sp
3/9 Sp
4/12 Sp
5/15 Sp
6/18 Sp
7/21 Sp
8/24 Sp
9/27 Sp
10/30 Sp

My Comment: Just like Peaceful Break, only get level 5 since it's a pre-
requisite to Mild Wind.

***

Kihop
Skill Type: Passive
Max Level: 5
Prerequisites: None

Description: Kihop increases your attack power by a percentage based on the 
number of people in your party that are currently on the map with you. Kihop 
affects all regular attacks, and stacks with, but does not multiply damage from
 skills (ie: if fighting chant gives you a 50% attack bonus and you do an 
attack skill that deals 300% attack, the total damage will be 350%).

Level/Bonus Attack
1/2% per party member
2/4% per party member
3/6% per party member
4/8% per party member
5/10% per party member

My Comment: This would benefit you greatly if you're a party person. I 
wouldn't even touch a single skill point here if it wasn't a pre-requisite for 
Mild Wind since I am a solo player.

***

Mild Wind
Skill Type: Supportive
Max Level: 7
SP Cost: Depends on skill level.
Cast Time: No cast time, no aftercast delay.
Prerequisites: Peaceful Rest 5, Enjoyable Rest 5, Fighting Chant 5

Description: Mild Wind allows the Taekwon character to change his weapon element
on the fly to what ever is appropriate to the situation. The level of the skill 
determines what element you will change your attack to. Mild Wind is instant 
casting, and with the sole exception of holy element endow, mild wind will not 
cancel if you change weapons.

Level/SP Cost/Element Endowed
1/20 Sp/Earth
2/20 Sp/Wind
3/20 Sp/Fire
4/20 Sp/Water
5/50 Sp/Ghost
6/50 Sp/Shadow
7/50 Sp/Holy

My Comment: This is THE skill. This will endow you with 7 different elements 
which is applicable in levelling. For the longest time only archer classes had 
access to the Ghost elemental for damage. Now with this skill, you can easily 
hunt ghost elemental monsters. Ghostring hunt anyone?

***

Tornado Stance
Skill Type: Stance
Max Level: 1
SP Cost: 1 Sp
Cast Time: No cast time, no aftercast delay.
Prerequisites: Tornado Kick 1

Description: Tornado Stance is a stance skill. Like all the stance skills, 
Tornado Stance is a skill which you can activate or deactivate at any time and 
has no immediate effect.

When Tornado Stance is active, while attacking there is a 15% chance with each 
hit that your character will stop attacking and will say "Tornado Stance!!" 
above his head. This delay lasts for 2 seconds, and durring this time you may 
chose to use the skill Tornado Kick.

It is possible to have multiple stances prepared. If you class change to Soul 
Linker, you will be unable to activate any stances.

My Comment: You can't use Tornado kick without this. Get it if you want to use 
Tornado Kick.

***

Tornado Kick
Skill Type: Attack
Max Level: 7
SP Cost: Depends on skill level.
Cast Time: Instant cast, no delay.
Prerequisites: None

Description: When you activate Tornado Kick, your character will do a spinning
kick which damages all monsters in a 5 x 5 area around you.

Tornado kick is a Taekwon Kick skill, and can only be activated after the skill 
effect of Tornado Stance triggers. If you class change to Soul Linker, you will 
be unable to activate this skill.

Level/Damage/SP Cost
1/180%/14 Sp
2/200%/12 Sp
3/220%/10 Sp
4/240%/8 Sp
5/260%/6 Sp
6/280%/4 Sp
7/300%/2 Sp

My Comment: This is a TKs ultimate mob skill. It will damage all monsters su-
rrounding the TK within 1 cell range. Even monsters behind him will be damaged.

***

Heel Drop Stance
Skill Type: Stance
Max Level: 1
SP Cost: 1 Sp
Cast Time: No cast time, no aftercast delay.
Prerequisites: Heel Drop 1

Description: Heel Drop Stance is a stance skill. Like all the stance skills, 
Heel Drop Stance is a skill which you can activate or deactivate at any time 
and has no immediate effect.

When Heel Drop Stance is active, while attacking there is a 15% chance with each
hit that your character will stop attacking and will say "Heel Drop Stance!!" 
above his head. This delay lasts for 2 seconds, and durring this time you may 
chose to use the skill Heel Drop.

It is possible to have multiple stances prepared. If you class change to Soul 
Linker, you will be unable to activate any stances.

My Comment: Just like any other stance, get this if you want to use Heel Drop.

***

Heel Drop
Skill Type: Attack
Max Level: 7
SP Cost: Depends on skill level.
Cast Time: Instant cast, no delay.
Prerequisites: None

Description: When you activate Heel Drop, your character will strike the target 
opponent hard with the heel of your foot. Heel Drop has a high chance to cause 
stun for three seconds when it hits.

Heel Drop is a Taekwon Kick skill, and can only be activated after the skill 
effect of Heel Drop Stance triggers. If you class change to Soul Linker, you 
will be unable to activate this skill.

Level/Damage/SP Cost
1/180%/14 Sp
2/200%/12 Sp
3/220%/10 Sp
4/240%/8 Sp
5/260%/6 Sp
6/280%/4 Sp
7/300%/2 Sp

My Comment: This is a fairly good kick. It has it's uses in PVP and in hunting 
as well. Do take note that the STUN resistance from VIT still applies here.

***

Roundhouse Stance
Skill Type: Stance
Max Level: 1
SP Cost: 1 Sp
Cast Time: No cast time, no aftercast delay.
Prerequisites: Roundhouse Kick 1

Description: Roundhouse Stance is a stance skill. Like all the stance skills, 
Roundhouse Stance is a skill which you can activate or deactivate at any time 
and has no immediate effect.

When Roundhouse Stance is active, while attacking there is a 15% chance with 
each hit that your character will stop attacking and will say "Roundhouse 
Stance!!" above his head. This delay lasts for 2 seconds, and durring this time 
you may chose to use the skill Roundhouse.

It is possible to have multiple stances prepared. If you class change to Soul 
Linker, you will be unable to activate any stances.

My Comment: Refer to my comment in the above stances.

***

Roundhouse
Skill Type: Attack
Max Level: 7
SP Cost: Depends on skill level.
Cast Time: Instant cast, no delay.
Prerequisites: None

Description: When you activate Roundhouse, you do a circular kick that does 
great damage on one target and sends the rest of your opponents flying. When 
roundhouse is used, all monsters in a 3 x 3 area around the targeted enemy are 
knocked back.

Roundhouse is a Taekwon Kick skill, and can only be activated after the skill 
effect of Roundhouse Kick Stance triggers. If you class change to Soul Linker, 
you will be unable to activate this skill.

Level/Damage/SP Cost
1/220%/14 Sp
2/250%/12 Sp
3/280%/10 Sp
4/310%/8 Sp
5/340%/6 Sp
6/370%/4 Sp
7/400%/2 Sp

My Comment: I personally don't see any merits from this skill aside from the 
fact that it can be COMBO'ed with other kicks when you're in the Top 10. 
Otherwise, Tornado Kick is the better mob skill and a flywing or Teleport Clip 
does better when you want to escape from a mob.

***

Counter Kick Stance
Skill Type: Stance
Max Level: 1
SP Cost: 1 Sp
Cast Time: No cast time, no aftercast delay.
Prerequisites: Counter Kick 1

Description: Counter Kick Stance is a stance skill. Like all the stance skills, 
Counter Kick Stance is a skill which you can activate or deactivate at any time 
and has no immediate effect.

Counter Kick differs from other kicks that when it is active, there is a 20% 
chance that the kick will activate while attacking. The delay lasts for 2 
seconds, and durring this time you may chose to use the skill Counter Kick.

It is possible to have multiple stances prepared. If you class change to Soul 
Linker, you will be unable to activate any stances.

My Comment: See above stance comments.

***

Counter Kick
Skill Type: Attack
Max Level: 7
SP Cost: Depends on skill level.
Cast Time: Instant cast, no delay.
Prerequisites: None

Description: When you activate Counter Kick, you take the opponents motion and 
turn it back against him, dealing a strong blow. Because of the nature of the 
attack, counter kick cannot be dodged.

Counter kick is a Taekwon Kick skill, and can only be activated after the skill 
effect of Counter Kick Stance triggers. If you class change to Soul Linker, you 
will be unable to activate this skill.

Level/Damage/SP Cost
1/220%/14 Sp
2/250%/12 Sp
3/280%/10 Sp
4/310%/8 Sp
5/340%/6 Sp
6/370%/4 Sp
7/400%/2 Sp

My Comment: This for me is the best SINGLE TARGET skill a TK can have. It does 
400% damage and is 100% accurate. Meaning, it will never miss it's target. 
Very useful for hunting high AGI monsters and has some Boss Hunting potentials
as well.

***

Tumbling / Break Fall
Skill Type: Stance
Max Level: 1
SP Cost: 1 Sp
Cast Time: No cast time, no aftercast delay.
Prerequisites: Flying Kick 7

Description: Tumbling is similar to other stance skills, but unlike other 
stances breakfall activates only when taking ranged damage. When Tumbling 
triggers, you will fully dodge the attack. While there is no delay associated 
with this skill like there is with other stances, but after Tumbling activates 
to dodge an attack you may elect to use Flying Kick to jump instantly to that 
target and deal bonus damage.

If you use Tumbling while in the Spurt state given from the Running skill, 
Tumbling will actually trigger to block melee attacks as well.

It is possible to have multiple stances prepared. Tumbling, unlike most stances
is usable as a Soul Linker. However, you will not be able to use it to block
melee skills by comboing with Sprint state.

My Comment: This is like the TKs Parrying/Auto Guard skill. With 20% dodge rate,
no after dodge move penalty and only 1 skill point, this skill is almost godly. 
It can be very useful in WoE and PvP.

***

Flying Kick
Skill Type: Attack
Max Level: 7
SP Cost: Depends on skill level.
Cast Time: Instant cast, no delay.
Prerequisites: None

Description: Flying Kick is a ranged kick where you leap at an opponent, 
instantly closing the gap between you. Flying Kick is a targeted attack, and 
can be used from up to 10 cells away.

Flying Kick can also be activated after the stance breakfall triggers. If this 
happens, you will do bonus damage with your kick, depending on your base level. 
Also, if you target an opponent with Flying Side Kick while actually running, 
you will also gain this bonus damage.

Flying Kick has a unique property that allows it to break any Spirit type skills
granted by a Soul Linker. If your target has any Spirit skills active or bonus
 attack speed granted by berserk potion pitcher skill, they become dispelled. 
The Preserve skill protects a target from this dispell.

This skill can be plagerised by a Rogue or Stalker. As a kick skill, this is 
unable to be used by a Soul Linker.

Level/Damage/SP Cost
1/40%/70 Sp
2/50%/60 Sp
3/60%/50 Sp
4/70%/40 Sp
5/80%/30 Sp
6/90%/20 Sp
7/100%/10 Sp

My Comment: You can also use this skill to "fly" to higher and lower elevations.
If an archer class can hit it from a lower elevation, you can "fly" up there too
with this skill.

***

Taekwon Mission
Skill Type: Ranking (/taekwon)
Max Level: 1
SP Cost: 10 Sp
Cast Time: 1 second cast time.
Prerequisites: Fighting Chant 5

Description: Taekwon Mission allows a Taekwon character to undertake a special 
mission to gain ranking as a taekwon. The top 10 ranking taekwon characters get 
special bonuses.

The first time you activate Taekwon Mission, the target you are currently 
fighting will be declared as a mission target. In order to get a taekwon point, 
you will have to kill 100 of that kind of monster (not necessarially in a row). 
Once you complete your 100 kills, you will gain one point and be randomly 
assigned a new target.

If you ever find the choice of target to be unfair, if you have 0 kills towards 
the current mission there is a low chance that when using Taekwon Mission again 
will assign you to a new target.

Being one of the Taekwon characters with the top 10 points is very worthwhile. 
When you become a Taekwon ranker, you will be able to use any kick skill with-
out waiting for the stance to activate. In effect, you have unlimited usage of
your kicks. Also, if you are level 90 or higher, you gain three times your max
hp and sp. You however will lose the bonus if you are bumped off the top 10. 
You can check the top 10 ranking by using /taekwon in the RO client.

Taekwon Mission is available only to Taekwon Kid characters. If you class 
change to Soul Linker or Taekwon Master, you will lose your existing points/rank
and be unable to use Taekwon Mission anymore.

My Comment: This is the TK Ranker's bread and butter skill. Get this ASAP if 
you want to compete in the ranks. Without it you can't gain ranker points at 
all. I'd only like to point that from experience, you don't lose your ranker 
points if you changed to either Star Gladiator or Soul Linker. The points you 
a acquired will remain in the list as long as it qualifies in the top 10.
However you can't gain points anymore and it is inevitable that you will be 
kicked out of the list.

***

VI. Builds

The very nature of ranker Perma Taekwons scream PvM because of the Taekwon 
Mission skill. To become a competetive TK ranker, you must streamline your 
build to become an effective monster killer. This guide will present to you 
only 2 types of major builds designed to make you competetive in realm of 
Taekwon Rankers. Just remember this motto: Kicks are cheap, Buffs are expensive.
(in terms of SP usage)

Taekwon Job Bonuses at Job 50

STR +6
AGI +6
VIT
INT
DEX +6
LUK


The PURE AGI
Gets very high ASPD and Flee at the same time. This build is probably the most 
ideal and easiest for hunting. Because of high flee, you can become very 
versatile in the monsters that you can hunt. Stats include job bonuses and 
equipment stats unless otherwise indicated.

STR 70-90
AGI 99 (base)
VIT 1
INT 1
DEX 50-60
LUK 1


The PURE STR
Since Perma Taekwons are weaponless for life, the only way to reach maximum 
damage is by naturally getting your base str to its highest possible. With 
STR gears and buffs, you can reach 2000+ one time damage with your Kicks. 
The highest possible boxed STR you can reach as of now is 150.

STR 99 (base) + 41 (job bonus + blessing + spurt state + Level 10 Str food + 
+15 equip STR)
AGI 70-90
VIT 1
INT 1
DEX 50-60
LUK 1

All STR Equips include the following
Hot-Blooded Bandana +2
Angel/Devil Wing Ears +1
Armor [Picky] +1
Garment [Vagabond Wolf] +1
2 Pieces Rings [Mantis] +8
+9 Footgear [Firelock Soldier] +2


Adding VIT
Only add vit on the following scenarios: If you prefer to get more HP from the 
level 90 3XHP/SP bonus; if youhave plans to bring your TK in the WoE scene. Or 
you get annoyed from status ailments while hunting monsters. Ranker TKs at level
99 with only 1 vit gets around 13-14k MHP. 30-50 VIT is quite suitable.


Adding INT
Only add int when you are usually low on SP restoratives. The MHP of TKs 
(unless ranked and 90) is quite low so it might be a good idea to add some 
INT depending on your economic status and playing style. 24-30 INT is quite 
suitable.


Adding LUK
While some might disagree with me, I strongly discourage adding LUK in your 
build unless you plan to change to Star Gladiator someday. CRITS can be quite 
nice but it could just get in the way of the game computations that triggers 
your kick stances. Much like the same reason why CRITS and a thief's Double 
Attack skill don't mix.


VII. Equipment
TKs can equip almost all gears with the description "For all jobs except 
novice". I have here a screenshot of the highest possible DEF type gears a 
TK can wear.

http://i43.photobucket.com/albums/e354/mangdiws3/TK%20Guide/defequips.jpg


VIII. Frequently Asked Questions

1. How can I earn points for the TK rankings?
Firstly you must have Taekwon Mission skill. Cast it once and you will be 
assigned to kill a certain monster 100 times. It doesn't have to be in a row 
and there is no time limit. Just kill 100 of those monsters and you earn 1 
point. As soon as you earn 1 point, you will be given another RANDOM monster 
to kill when you cast Taekwon Mission. Now if you think you can't kill the 
monster assigned to you, see the next question.

The game will update you once you've finished a current mission.

2. Can I change the target monster in Taekwon Mission?
Yes. Simply spam the skill until the target changes. It may take a while but 
it will eventually change. Using the Inn NPC will help you alot as you will 
be spending lots of SP here. Keep in mind that you can only change a mission 
when you still haven't killed at least one monster on the current mission.

3. How can I see the current ranking?
Simply type /taekwon on your chatbox and press enter.

3. How can I combo kicks?
You must be a top 10 ranker to gain access to this feature. Doesn't have to 
be level 90. You must have at least one stance active. As soon as the stance 
activates, first perform the kick associated with that stance then follow it 
up with a different kick. You can't combo the same kicks consecutively. You 
can include Counter Kick in the combos as well contrary to popular belief. 
See videos above (Section III).

Example: Roundhouse Stance > Roundhouse > Tornado > Heel Drop > Roundhouse > 
Counter etc.

4. I can't equip a weapon! Help me!
Err. You really can't equip a weapon. Don't worry.

5. Can I use Leap during WoE?
Yes you can, however if you are a guildmaster with Emergency Call, the guild 
skill's casting time will be doubled. 10 seconds instead of 5 seconds. It's 
Gravity's way of balancing things out.

6. How about Sprint?
Yes you can also use this in WoE.

7. How can I achieve Spurt status?
Cast Sprint then immediately stop on your tracks by recasting Sprint again. 
A "running man" icon should appear on your right screen if you succesfully 
did it.


IX. Acknowledgements [You all inspire me!]

To GRAVITY Corp. for making this wonderful game that we all love.
To aYisHa, ~=HayLin=~, paratoxin my friends in pRO Chaos server who also have 
TK class 
characters.
Thanks to Kristel for lending me the Spiky Band and Safety Rings for the 
picture.
To GreyFox and SiegeHasBeenNaught2Me for being my guinea pigs. Peace out!
To all my-co Rankers in pRO Chaos.
To my guild, Grand Lethal.
And to all Ragnarok guidemakers out there!

Sources:
http://ro.doddlercon.com/guides/Noghalt.html
http://www.ragnainfo.net/forums


X. About the author

Master Diwa is a guildmaster of the WoE guild Grand Lethal in Philippine 
Ragnarok, Chaos Server. He is also among the top 10 TK rankers in his server.