A Guide To Taekwondo Boy/Girl, Soul Linker and Star Gladiator
A Guide To Taekwondo Boy/Girl, Soul Linker and Star Gladiator
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Taekwondo Boy/Girl:
Just south west of the warper in payon, still in the city wall, there is a women wearing a white
robe with a red spot behind, its very close to the tool dealer. Speak to this person with a Novice
job level of 10 and all skill points placed in your novice skill to change to Taekwondo
Boy/Girl.
Star Gladiator:
Reach job level 40 Taekwondo Boy/Girl, make sure to have all points placed in your skills,
then go see the Taekwondo Trainer, he will tell you 'Bring me as much ores, gems and golds
you can... Much more heavier than now.'.
Go to the Kafra and fill your inventory and equipment until your weight is 100%, then return to
see the trainer and he will change you to Star Gladiator.
Soul Linker:
Reach job level 40 Taekwondo Boy/Girl, make sure to have all points placed in your skills,
then go see the Taekwondo Trainer, he will tell you 'Come back to me with the most precious
thing you have'.
Go to the Kafra and empty your inventory and equipment until your weight is 0, then return to
see the trainer and he will change you to Soul Linker.
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Taekwondo Boy/Girl
Job Bonuses
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Skill Tree
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Skill Description
Description: When you use this skill, your character starts running straight forward. You cannot change direction
of where he is running while running. You can stop using Running skill by simply using it again (using it again to
stop no longer consumes SP), or use another skill, or run into the wall.
When you use this skill then immediately stop, then there will be STR + 10 buff for 150 seconds. However, the
skill level of Running used must be level 7 or greater for this buff to take place, and that you have nothing
equipped on your hands when you do it.
Description: This is a skill where you can turn it ON and OFF by simply pressing the skill button again when it's
on, or when it's off. When you leave this ON, there's 15% chance of doing Whirldwind preparation stance when
you hit the enemy with normal attack.
LV / SP Taken
1-1
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Description: When you have prepared the Whirlwind Stance (from previous described skill), then you can use this
to deal AoE (Area of Effect) damage of 5 by 5 cells from where you are standing.
LV / Damage / SP Taken
1 - 180% - 14
2 - 200% - 12
3 - 220% - 10
4 - 240% - 8
5 - 260% - 6
6 - 280% - 4
7 - 300% - 2
Description: This is same in principle as Prepare Whirlwind skill, except this one prepares Axe Kick stance.
LV / SP Taken
1-1
Description: When you use this skill while you have Axe Kick Stance prepared, you hit a single enemy strongly
for damage AND cause 3 second stun.
LV / Damage / SP Taken
1 - 180% - 14
2 - 200% - 12
3 - 220% - 10
4 - 240% - 8
5 - 260% - 6
6 - 280% - 4
7 - 300% - 2
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Description: This is same in principle as Prepare Whirlwind skill, except this one prepares Round Kick stance.
LV / SP Taken
1-1
Description: When you use this skill while you have Round Kick Stance prepared, you hit a single enemy strongly
for damage and all enemies around 3 by 3 cells of the target enemy will be pushed away with no damage.
LV / Damage / SP Taken
1 - 220% - 14
2 - 250% - 12
3 - 280% - 10
4 - 310% - 8
5 - 340% - 6
6 - 370% - 4
7 - 400% - 2
Description: This is same in principle as Prepare Whirlwind skill, except this one prepares Counter Kick stance.
However, this stance has 20% chance of happening instead of 15%. It also procs (processes, or happens) only
when enemy hits you, not when you are hitting them, unlike other prepare skills.
LV / SP Taken
1-1
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Description: When you use this skill while you have Counter Kick Stance prepared, it will hit the single enemy
target at 100% accuracy.
LV / Damage / SP Taken
1 - 220% - 14
2 - 250% - 12
3 - 280% - 10
4 - 310% - 8
5 - 340% - 6
6 - 370% - 4
7 - 400% - 2
Description: This is same in principle as Prepare Whirlwind skill. However, this does not prepare any specific
stance. Instead, when this is turned on, you have 20% chance of dodging enemy ranged physical attacks.
If you had that STR bonus by doing Running skill, Break Fall now works against melee physical attacks as well as
ranged physical attacks.
LV / SP Taken
1-1
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Description: Attack an enemy who is away from you by jumping toward the enemy at once. Normally, you give
the target manually to attack, but if this skill is used while doing Break Fall, you will automatically attack that
specific target. The power of this skill, if used right after using Break Fall, becomes stronger as your BLV goes
up.
Also, this skill has an unique property, when you hit the target player, any TK Boy/Star Knight/Soul Linker-based
buffs - such as all Spirit buffs, new skills bestowed by Spirit buffs, or Berserk Potion acquired through Berserk
Pitcher - they may have, are all dispelled. However, if the target player has Preserve skill used on them, then they
are invulnerable to this dispel effect.
LV / Damage / SP Taken
1 - 40% - 70
2 - 50% - 60
3 - 60% - 50
4 - 70% - 40
5 - 80% - 30
6 - 90% - 20
7 - 100% - 10
Description: If there is another TK Boy sitting next to you while sitting, this skill kicks in, allowing you to
regenerate HP. When you do /doridori emote, you recover +30 additional bonus HP. The HP recovered listed just
below is base value, and it increases if you have higher VIT.
LV / HP Recovered
1 - 30
2 - 60
3 - 90
4 - 120
5 - 160
6 - 180
7 - 210
8 - 240
9 - 270
10 - 300
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Description: Same in principle as Peaceful Rest. However, this recovers SP, as you can see. Doing /doridori emote
gives you bonus +3 SP, and its base recovery rate is increased if you have higher INT.
LV / SP Recovered
1-3
2-6
3-9
4 - 12
5 - 16
6 - 18
7 - 21
8 - 24
9 - 27
10 - 30
Description: It increases your ATK power depending on current number of party members in the same map. For
example, if there are 10 party members, and you have LV 5 of this skill, your ATK is increased by 100%. The
increase is based upon your BASE ATK rate, not counting in any other buffs that may have increased your ATK
rate, and for skills that go 500% in terms of damage, the calculation is fixed to (100 * Bonus%) + 500%.
LV / ATK Bonus
1 - 2% per person in party
2 - 4% per person in party
3 - 6% per person in party
4 - 8% per person in party
5 - 10% per person in party
Description: This skill changes your attack to appropriate elemental depending on skill level of this skill used.
LV / Elemental / SP Taken
1 - Earth - 20
2 - Wind - 20
3 - Water - 20
4 - Fire - 20
5 - Ghost (Shadow / Sense depending on translation) - 50
6 - Darkness (Shadow in iRO) - 50
7 - Holy - 50
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Description: You jump over skill's specified amount of cells as indicated from where you are facing. If the cell
where you will be landing is a red cell, you will just jump on the spot you are standing on and do not move. Take
that literally. For clarification, skill doesn't work ONLY if the cell you are going to land when using this skill is a
red cell. Otherwise, it always works.
Description: You can use this skill only if you are TK Boy. You cannot use this skill once you switch to Soul
Linker or Star Knight. When you use this skill, you will see the name of the monster you are currently attacking.
Then, if you kill that same monster for 100 times (does not have to be in a row), you get 1 Point, and you will be
assigned a new randomly selected monster.
When you use this skill while your Target Percent is at 0%, you have 1% chance to receive a new target to take.
When you become Taekwon Ranker (No effect if you are already Star Knight or Soul Linker), you can do infinite
combo of all kicks - Whirlwind Kick, Round Kick, Axe Kick, Counter Kick. However, you cannot do Flying Side
Kick as part of infinite combo.
Most of the TKboy/girl skills are an offensives type skills, as well as very few supportive
skills, in which all of it benefits the TKboy/girl itself. Since the offensives skills requires STR
to boost its damage, so its essential for a TKboy to be a battle type [Link] the
TKboy/girl build's choice will affect your 2nd job's path greatly, as the Starknight although its
an offensives type character but Soul Linker is more to a supportive type. Its pretty obvious
that a supportive type players will invest more in INT to enable them to use skills more
frequently. Anyway, building an offensive type Soul Linker is possible, just like making a
Battle Priest and Battle Sage.
- Take any 1 or 2 Kicking type skills [there are 4 types of kicking skills in total],take Warm
Wind, Rest type skill [Enjoyable or Peaceful] take both of it if you manage to take both],take
Fighting Chant, Running [up to you] and High Jump [up to you]. Its not necessary to take all of
the 4 kicking skills.
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- Stats build can follow like Battle Priest or Battle Sage stat [Link] can follow stats like
pure offensives character like Knights or Assassin.
Supportive type TK boy [there is no supportive build for TKboy,this only serves as a
preparation to be a supportive 2nd job class]
- Take High Jump, take both Rest type skills [Peaceful and Enjoyable],take Warm Wind
[useful when using Esma], Running, and if can Flying Side Kick [only for the dispelling
ability].
- Stats build can follow a pure supportive character stats build. Easy one I must say.
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SOUL LINKERS
The newly 2nd job class, mainly focusing on supporting and helping other class, unlike
StarKnights which are more to offensive. Soul Linkers can be say as a combination of Sage +
Priest + Alchemist + Crusader + Bard/Dancer
Job Bonuses
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Skill Tree
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Skill Description
Note :
Soul Linker's skill can be divided into 3 types
- Spirit skill [imbuing other job/classes with spirit that enables them to use special skills. Cannot enchant to
ownself]
- Ka type skill [Imbuing ownself, family members (I assume baby or wife in game) with special powers to help
ownself and the family]
- Es type skill [Main offensives skill of Soul Linkers, great if combined with Ka type skills]
Description: Imbues the Alchemist with the Spirit of the Alchemist, giving them special powerful buffs that lasts
until the Spirit buff runs out.
1) Increases effectiveness of Potion Pitcher by BaseLV% - IE, if you are LV 80, the effectiveness of Potion
Pitcher is increased by 80%.
2) Allows usage of Berserk Pitcher skill.
3) For Alchemists that have Pharmacy LV 10, they are now allowed to use new skill, Twilight Pharmacy.
4) Pharmacy LV 10 + if there is a Super Novice in the party, the Alchemist acquires new type of Twilight
Pharmacy.
5) Pharmacy LV 10 + if there is a TK Boy in your party, the Alchemist acquires yet another different type of
Twilight Pharmacy.
* New skills that are available to Alchemists when they receive the Spirit buff from the Soul Linker.
) Berserk Pitcher
Description: It takes 10 SP, and has 0.5 sec. casting time. You can throw a Berserk Potion at target, taking effect
while ignoring class restrictions. Do note, that only characters above LV 85 will benefit from this skill. Lower
levels will not be affected by this skill.
The skill requires 2 Berserk Potion, and the ASPD bonus lasting time is halved from original lasting time of
Berserk Potion.
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Description: Imbues the Monk with the Spirit of the Monk, giving them special powerful buffs that lasts until the
Spirit buff runs out.
Description: Imbues the Star Knight with the Spirit of the Star Knight, giving them special powerful buffs that
lasts until the Spirit buff runs out.
1) Star Knight player who received this spirit allows usage of "Union of the Sun, Moon and Star" ability.
Description: Imbues the Sage with the Spirit of the Sage, giving them special powerful buffs that lasts until the
Spirit buff runs out.
1) If the Sage player uses Auto Spell, it will always drop LV 10 bolts, IF the Sage has learned that much in that
bolt skill.
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Description: Imbues the Crusader with the Spirit of the Crusader, giving them special powerful buffs that lasts
until the Spirit buff runs out.
1) Shield Boomerang will never miss, and its damage is increased by 100%.
Description: Imbues the Super Novice with the Spirit of the Super Novice, giving them special powerful buffs that
lasts until the Spirit buff runs out.
1) Super Novice who are above LV 90 will be temporarily be able to equip ALL Upper/Middle/Lower head gears.
2) Super Novice who are above LV 90 has 1% chance to 'erase' the death record - which means, 1% EXP loss will
be recovered.
3) Super Novice who are above LV 96 will be temporarily be able to equip LV 4 Daggers, 1H Swords, Axes,
Maces, and Staff.
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Description: Imbues the Knight with the Spirit of the Knight, giving them special powerful buffs that lasts until
the Spirit buff runs out.
1) If the Knight knows Two Hand Quicken LV 10, then they are temporarily given a new ability, One Hand
Quicken.
* New skill that are available to Knights when they receive the Spirit buff from the Soul Linker.
This skill consumes 100 SP. Moment the skill is used, it will remove any ASPD potions you may have consumed.
However, you can consume the ASPD potion without any problems if you do it AFTER using this skill.
Description: Imbues the Wizard with the Spirit of the Wizard, giving them special powerful buffs that lasts until
the Spirit buff runs out.
1) Allows usage of all magic that requires Gemstones without using the actual Gemstone.
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Description: Imbues the Priest with the Spirit of the Priest, giving them special powerful buffs that lasts until the
Spirit buff runs out.
1) Holy Light eats 5x more SP, but its power will be increased by 5x.
Description: Imbues the Bard/Dancer with the Spirit of the Bard and Dancer, giving them special powerful buffs
that lasts until the Spirit buff runs out.
(Linked means, if X skill is mastered, then Y skill can be used too while in 'Spirit' mode.)
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Description: Imbues the Rogue with the Spirit of the Rogue, giving them special powerful buffs that lasts until the
Spirit buff runs out.
3) STR bonus from Chase Walk will now last 5 minutes and MoveSpeed will also increase.
Description: Imbues the Assassin with the Spirit of the Assassin, giving them special powerful buffs that lasts
until the Spirit buff runs out.
1) Sonic Blow's attack power is increased by 100%, and its after-cast delay is reduced by half. However, this skill
only gives 50% bonus damage / no after-cast delay reduction in Siege Mode (WoE).
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Description: Imbues the Blacksmith with the Spirit of the Blacksmith, giving them special powerful buffs that
lasts until the Spirit buff runs out.
1) While in 'Spirit' mode, the Blacksmith gains new ability, "Full Adrenaline Rush", which allows AR effect to
affect all weapons. This new skill only appears when the Blacksmith receiving the 'Spirit' buff has 5 skill points in
AR.
* New skills that are available to Blacksmith when they receive the Spirit buff from the Soul Linker.
Note ranged weapons are not affected by this skill. Also, this skill does not stack with any other skills that
specifically and greately increase ASPD such as Two Hand Quicken, Spear Quicken, Assassin Cross of the
Sunset, One Hand Quicken, Adrenaline Rush, Demon of the Sun, Moon, and Star + Comfort of the Star.
Description: Imbues the Hunter with the Spirit of the Hunter, giving them special powerful buffs that lasts until
the Spirit buff runs out.
* New skill that are available to Hunters when they receive the Spirit buff from the Soul Linker.
) Beast Strafing
Description: If the target is a Beast-type and you used Double Strafing, you can use this skill to do extra Double
Strafing on the target. Only usable right after using Double Strafing, and its power is heavily affected by STR.
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Description: Imbues the Soul Linker with the Spirit of the Soul Linker, giving them special powerful buffs that
lasts until the Spirit buff runs out.
1) With this buff, this allows "Ka" type magic to be used on other classes. Do note, since 'Spirit' type buffs cannot
be done on yourself, you must ask another Soul Linker to use this skill on you.
Description: Imbues the certain Advanced 1st Classes with the Spirit of the Advanced 1st Class, giving them
special powerful buffs that lasts until the Spirit buff runs out.
1) This can be used only on Advanced 1st Classes - only to Swordsman, Mage, Acolyte, Merchant, Archer, and
Thief up to LV 69 only. If they are beyond LV 69, this buff cannot be used on those classes.
2) The target characters, if they have stats that are lower than number equal to (Base LV of target character - 10),
then all those stats will be brought to equal to that number. However, the bonus stats will not have more than +50
stat total.
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Kaizel (LV 7)
Active
Description: As long as this skill lasts (30 minutes), when you die, you are immediately ressurected. After being
ressurected, you have 2 seconds of Kyrie Eleison buff, and Kaizel buff disappears. This skill has no effect in guild
siege / WoE. The casting time is not affected by DEX.
Kahai (LV 7)
Active
Requires Spirit of the Priest LV 1, Spirit of the Monk LV 1, Spirit of the Crusader LV 1
Description: While this buff lasts, every time you get attacked (skill attacks are not affected), it takes your SP and
heals your HP.
LV / SP Taken / HP Healed
1 - 5 - 200
2 - 10 - 400
3 - 15 - 600
4 - 20 - 800
5 - 25 - 1000
6 - 30 - 1200
7 - 35 - 1400
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Kauf (LV 3)
Active
Description: Allows you to absolutely dodge an enemy attack randomly. When you dodge even once, the effect
disappears.
Kaite (LV 7)
Active
Description: It will reflect most of the offensive magic and heal back to the caster. When it has reflected certain
amount, it will disappear. If the heal skill used on you gets reflected, the amount of healing done to the caster will
be decreased.
Note that magic spells done by monsters that are above LV 80 can no longer be reflected, and it no longer stacks
with Assumptio. The skill also does not reflect spells done by Boss-type monsters.
Kaina (LV 7)
Passive
Description: Increases the power of Enjoyable Rest and increase your Max SP.
Also, if LV is above 70, Kaina reduce Estin, Estern, Esma's SP taken by 3% (Master = 21%). If LV is above 80,
5% each for max of 35%. If LV is above 90, 7% each for max of 49%.
Estin (LV 7)
Active
Description: This is a magical skill that attacks only Small monsters. The affected monster is pushed back by 2
cells. When this is used on monsters that are not Small, it will do nearly no damage, but it will push them back.
When LV 7 version of this skill is used, you can use Esma for next 3 seconds.
LV / Damage / SP Taken
1 - 10% - 18
2 - 20% - 20
3 - 30% - 22
4 - 40% - 24
5 - 50% - 26
6 - 60% - 28
7 - 70% - 30
Estern (LV 7)
Active
Description: This one deals damage to Medium-sized monsters, and cause 2 second of stun. While this deals full
damage to both Small and Large monsters, but it will not stun them. When LV 7 version of this skill is used, you
can use Esma for next 3 seconds.
LV / Damage / SP Taken
1 - 5% - 18
2 - 10% - 20
3 - 15% - 22
4 - 20% - 24
5 - 25% - 26
6 - 30% - 28
7 - 35% - 30
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Description: This is a very strong magic that changes element of its attack depending on Warm Wind. This skill
can also be used (within 3 seconds) after casting any of "Spirit"-type buffs.
LV / Damage / SP Taken
1 - (40 + BLV)% x 1 Missile - 10
2 - (40 + BLV)% x 2 Missiles - 20
3 - (40 + BLV)% x 3 Missiles - 30
4 - (40 + BLV)% x 4 Missiles - 40
5 - (40 + BLV)% x 5 Missiles - 50
6 - (40 + BLV)% x 6 Missiles - 60
7 - (40 + BLV)% x 7 Missiles - 70
8 - (40 + BLV)% x 8 Missiles - 80
9 - (40 + BLV)% x 9 Missiles - 90
10 - (40 + BLV)% x 10 Missiles - 80
Esu (LV 7)
Active
Description: Makes the monster small, making their MoveSpeed very slow. If this is used on a Boss-type monster,
this skill only lasts 1/5 of normal time.
If you use Esu on a monster that is already under the effect of this skill, Esu will be canceled much faster on the
enemy, as well as causing you to be stunned.
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Esk (LV 3)
Active
Description: Increases monster's ATK by 4x, but decreases their DEF by half. After this skill is used at whatever
skill level, you can do Esma as long as you cast Esma withint 3 seconds after using Esk.
Eska (LV 3)
Active
Description: Forces the monster to have a state similar to Monk's Mental Strength.
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STAR KNIGHT
Job Bonuses
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Skill Tree
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Skill Description
Description: After 'memorizing' a place, when you use this again, it will show you where you 'memorized' the
place. Do note, that you can use this only ONCE. Yes, only ONCE. You cannot assign a new place to memorize
by using this skill again.
LV / Effect
1 - The map you are standing in is memorized as "Place of the Sun".
2 - The map you are standing in is memorized as "Place of the Moon".
3 - The map you are standing in is memorized as "Place of the Star".
Description: You can use this skill anytime in a map designated as "Place of the Sun". When this skill is used, it
puts up an offensive barrier on you, dealing 100% damage to monsters right next to you (deals no effect to
players) and push them back by 2 cells. Every time the barrier hits, it takes away 2 SP, and when you do not have
enough SP, the barrier will disappear.
LV / Lasting Time
1 - 10 Sec.
2 - 20 Sec.
3 - 60 Sec.
Description: You can use this skill anytime in a map designated as "Place of the Moon". When this skill is used, it
puts up an offensive barrier on you, dealing 100% damage to monsters right next to you (deals no effect to
players) and push them back by 2 cells. Every time the barrier hits, it takes away 2 SP, and when you do not have
enough SP, the barrier will disappear.
LV / Lasting Time
1 - 10 Sec.
2 - 20 Sec.
3 - 60 Sec.
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Description: You can use this skill anytime in a map designated as "Place of the Star". When this skill is used, it
puts up an offensive barrier on you, dealing 100% damage to monsters right next to you (deals no effect to
players) and push them back by 2 cells. Every time the barrier hits, it takes away 2 SP, and when you do not have
enough SP, the barrier will disappear.
LV / Lasting Time
1 - 10 Sec.
2 - 20 Sec.
3 - 60 Sec.
Description: When you use this skill, it will show the name of the monster whom you just marked by using this
skill. You can also use this on a player character, and they will be categorized by class, ignoring size and HP.
Example: It will show above the player characters, Champion, if target player was a Champion character, and on
all other characters who are of Champion class.
LV / Effect
1 - When used, the target is categorized as Target of the Sun. On a monster character, it can only be used on Small
monsters.
2 - When used, the target is categorized as Target of the Moon. On a monster character, it can only be used on
monsters who are of Medium size, and has Maximum HP of higher than 6000.
3 - When used, the target is categorized as Target of the Star. On a monster character, it can only be used on
monsters who are of Large size, and has Maximum HP of higher than 20,000.
Requires Hatred LV 1
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Requires Hatred LV 2
Requires Hatred LV 3
Description: It can be used anytime when you are in the day of the Sun in the map that is memorized as Place of
the Sun. This skill increases your DEF by (Lv+Dex+Luk) / 10.
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Description: It can be used anytime when you are in the day of the Moon in the map that is memorized as Place of
the Moon. This skill increases your FLEE by (Lv+Dex+Luk) / 10%.
Description: It can be used anytime when you are in the day of the Star in the map that is memorized as Place of
the Star. This skill increases your ASPD by (Lv+Dex+Luk) / 10%.
Description: It is a passive skill that increase EXP given by Target of the Sun (monsters only) in the day of the
Sun.
LV / EXP Bonus
1 - 10%
2 - 20%
3 - 30%
4 - 40%
5 - 50%
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Description: It is a passive skill that increase EXP given by Target of the Moon (monsters only) in the day of the
Moon.
LV / EXP Bonus
1 - 10%
2 - 20%
3 - 30%
4 - 40%
5 - 50%
Description: It is a passive skill that increase EXP given by Target of the Star (monsters only) in the day of the
Star.
LV / EXP Bonus
1 - 20%
2 - 40%
3 - 60%
4 - 80%
5 - 100%
Description: Sacrifices your sight in return for increasing your ASPD. The sight of your character will be
restricted like Blind status effect. Do note, the moment you put even 1 skill level into this, you will be blind...
forever.
(Editor's Note: I'm not joking btw, you DO receive permanent Blind-like effect if you put even just 1 skill level
into this.)
(Editor's 2nd Note: This skill gives graphical effect of Blind ailment only. Star Knight's FLEE and HIT rate are
not affected at all.)
LV / ASPD bonus
1 - 3%
2 - 6%
3 - 9%
4 - 12%
5 - 16%
6 - 18%
7 - 21%
8 - 24%
9 - 27%
10 - 30%
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Description: When Star Knight uses counter Kick, all Monks who are in the same party as Star Knight will have
their Raging Trifecta Blow chance increased. If the Monks who are in same party as Star Knight activates Raging
Thrust, Star Knight's chance of proccing (processing, happening) Counter Kick increases.
Editor's Note: It is increased by, not set to, as such, LV 3 does not give you guaranteed proc of said skills that are
benefitted by this skill.
Description: When you start the game in a map that is designated as Place of the Sun, or Moon, or Star, this
passive skill kicks in. If you go outside the Place of the Sun, or Moon, or Star for too long, this effect disappears.
Description: Can only be used while being a 'Spirit'. When used while normal, it makes you go berserk, and using
this skill again returns you to normal.
When you receive the Spirit of the Star Knight from a Soul Linker, you can use this skill to bring out the hidden
abilities from you. When in berserking state, you will be flying. You can attack and move while flying and you
will have increased Movement Speed. All your attacks will always hit the enemies (never miss), and all your
attacks will ignore all of enemy's DEF. However, be warned, that every time you attack the enemy, you lose 0.5%
of your HP.
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Guide version 1.0