|Job Base(s):||TaeKwon Kid|
|Number of Skills:||27|
|Total Skill Points:||143|
|Total Quest Skills:||0|
- 1 Overview
- 2 Job Change Guide
- 3 Builds
- 4 Equipment
- 5 Class Data
- 6 External Links
Soul Linkers give up the ways of TaeKwon Do in order to develop and refine their spiritual powers. Calling upon the power of their ancestors, they can use various Spirit Link skills to enhance the abilities of other players as well as use fancy looking offensive and defensive magic.
Soul Linkers, despite their base being a melee class, are magic casters. Compared to Wizards and Sages, their spells are severely limited on what they can be used on, however, thanks to Mild Wind they can use powerful Holy, Ghost, and Shadow magic attacks, something that Wizards & Sages don't have. Depending on their skill build they must sacrifice something in one aspect or the other of the game, limiting them to only two choices out of PvM or PvP & WoE options. Although casters, Linkers, like Sages, can go melee.
They have relatively low HP, but better SP than average. Despite the high SP pool, their spells cost a lot of SP, so INT is often a high priority. On the other hand, many skills do not have extensive cast times (usually at higher levels), resulting in a lower need for DEX compared to other magic-using classes. With some VIT and their defensive magic, coupled with TaeKwon Kid's Tumbling, they can be quite good tankers.
A unique thing about Soul Linkers is that they are naturally immune to Dispell.
Job Change Guide
|Job Class:||TaeKwon Kid|
|Item(s) (Consumed):||1, 1 , 1|
|Quest Reward(s):||Jobchange to Soul Linker|
- Find the tavern at 10 o'clock in Morroc (morocc 55,259).
- Speak with the "Kid" inside the tavern. She will ask you to bring her some items:
- 1 - available for 55,000z at NPC outside Coal Mine ( ) 85, 364. Note: this is non-discountable. Don't bother asking merchant friends or logging in as your merchant alt to buy it.
- 1 - Dropped by
- 1 - sold by Trader at 131, 138 (discountable)
- After you give her the items, she tell you the end of her story. Then, speak with her again, and she will guide the player into their own mind. Speak with each of the NPCs (Monk Spirit, Alchemist Spirit, and Sage Spirit).
- Then, speak with the Kid again.
- The player will be promoted to Soul Linker after embracing the requests of the spirits.
This build is unique in that it uses a Linker's ability to equip and fight with daggers. Usually they equip a carded Gladius, or a Dagger of Counter, while using Mild Wind to maximize their damage. The stat distribution shown above can be adjusted as you wish. You can go less STR but more AGI (hence having higher Aspd but lower damage) or more STR but less AGI (hence lower Aspd but having higher damage). The INT and DEX stats are slightly dependent on your budget. Usually those who can't afford a Dagger of Counter (which may be expensive in some servers) need more DEX as they tend to use a carded Gladius instead, and thus require more DEX to gain more HIT so they can hit monsters. This comes at the cost of having less INT (which means you depend on Kaina for SP even more). If you can afford to buy a Dagger of Counter, you can go less DEX as Crits ignore your Hit and the opponent's Flee, and you can go with higher INT (which means more SP to use buffs and for Kaahi). You also can get more VIT by sacrificing DEX, but only if you use Dagger of Counter. Otherwise, if you need VIT, you better sacrifice another stat. The odd amount of INT & DEX are because Linkers get +12 DEX and INT Job Bonus, thus having Base INT & DEX that ends with 8 will round it up, and the above stats takes only Job Bonus into account. Same applies to the odd VIT ending in 4, this is because Soul Linker gets +6 VIT Job Bonus. As for Skills, you can mix Spirit skills with Ka- skills, and maybe a few points on some non-damaging Es- skills like Eske or Eswoo. Or you can go full Spirit skills or full Ka- skills. Maxed Kaina is good for boosting your SP, since a Battle Linker tends to have lower SP pool, and therefore would have problems with constant usage of Kaahi and Mild Wind. Also, there might be times when you have to go support your friend instead of dealing damage - the SP boost from Kaina helps in this case.
MvP / PvM Esma Dex Bolter
This build is obviously used to maximize Esma damage combined with Mild Wind within the shortest time. As shown, this setting allows the linker to be the primary damage dealer within the party. Agi and Vit aren't needed as this is damage-only. Just stand behind the tanker quickly casting Esma over and over to help get things going. The 9 Str is just for a higher weight limit to carry whatever items are needed. This build decreases Esma cast time and delivers maximum damage, but also drains sp faster. To overcome this shortage it is best to have the skill Kaina to increase maximum sp and cut Es-type skill cost as well as having a priest cast Magnificat on the party, or using sp related equipments (Ex. ), cards (Ex. ) and potions (Ex. ) to last longer.
PvM Esma Vit Bolter
Mainly the same as the Dex Bolter type, but allows for tanking big monsters with heavy skills and completely heal with normal hits after. They don't need high Dex, because Esma Base-cast time is pretty low anyways.
PvM Esma Hybrid Bolter
This is a mix of Dex Bolter and Vit Bolter combining fast casting and middle-level tanking skills.
PvM Esma Agi Bolter
This build is an extraordinary one. They level - like the other bolters - with Esma only, but instead of getting hit and automatically get healed by Kaahi, they dodge 95% of normal attacks and don't "waste" SP. They have a disadvantage compared to Vit- and Dex Bolter (slow cast, low HP), but - depending on where you level - have less problemstrouble with SP regeneration. Agi Bolters usually get Kaupe the other 5% hit (non-dodge) too.
This build focuses on WoE with Ka and Spirit Link Skills. They get only a few to none Es skills, as those are usable in PvM only. Their most important spells are Kaite, Kaupe for support, and Bard, Dancer, and Soul Linker Spirits for buffs. The rest are chosen from the remaining Ka spells. Assassin, Rogue, and Wizard Spirits are often preferable. Their leveling methods are either leeching or supporting parties with Kaupe, Eska/Eske and the Spirit Skills.
WoE Support (Vit Type)
(Stats including Bonus)
This build is just like the normal WoE Support Soul Linker, but this one doesn't have to fear the battlefield. During field battle, this SL fights with Swordbreaker/Mailbreaker and Blast/Envenom Clip.
WoE SE Support / melee
- STR: 1
- AGI: 1
- VIT: 90 base
- INT: 50 base
- DEX: 99 base (~130 with bonus)
- LUK: 9(down to 1 on fRO with reset stat)
Kvm or BattleGround stuff needed ! (with BG in melee you can be unfrozen and with ghost element o/ , and in kvm increase your human def/max HP) SL fights with Swordbreaker/Mailbreaker (with statut card like magnolia/requiem/metaller)/CursedDagger and Blast/Sight Clip(or Glove).
on fRO, you can also use pecopecohairband, roboeye, evolved pipe etc... note for fRO players: when you try to use a KA skill without being spirit, with 91vit you become stun indefinitely
This build uses its Ka skills to maximize melee prowess. Since only 38 skill points must be used to max out all the Ka skills, the rest can go towards Es skills or spirits. The stat layout given is deliberately basic, leaving a lot of space for personal preference and experimentation.
This build is different from it's Ka counterpart in that it uses spirit skills to buff it's friends while fighting alongside them. A few skillpoints must be invested in Ka skills (Particularly, a few levels in Kaahi) to compensate for the soul linker's weak defense. Exact spirit skills taken depend on your own party preference. Again, you'll have plenty of statpoints left over after you hit these minimum stats to distribute any way you like and experiment.
Soul Linkers are limited to Mage headgear and any that are usable by all classes except novice. However, some headgear have extra bonuses for Taekwon classes (which includes Soul Linkers):
- +1 Agi, +3% HP regen.
- +2 Dex, 10% chance to inflict stun with a melee attack, +2 ATK per upgrade.
- +5 crit, +2 Luk.
- +2 Perfect dodge, +1 Luk.
- +1 Int, +3% SP regen.
But if you cannot afford the above headgears, there's always Apple of Archer, and the much cheaper Wizard Hat.
- +3 Dex. Usually not as cheap and easy to get as "Wizard Hat", but the price is normally still reachable.
- +100 MaxSP. Cheaper, easy-to-get headgear that is suitable for those who cannot afford expensive fancy headgears.
- Increases the user's movement speed.(on fRO: add aspd)
Soul Linkers can wear Sandals (and Sandals), Shoes (and Shoes), High Fashion Sandals, and all footgear usable by "all classes except novice".
Soul Linkers are limited to Mage-class armor and armor usable by "all classes except novice".
Soul Linkers can wear Hood (and Hood), Muffler (and Muffler), as well as Mage-class garments and those usable by "all classes except novice".
Soul Linkers can equip various accessories, such as, , as well as the stat-boosting generic accessories such as , , , , and of course, their "Level 90+" slotted version. The easiest option, though, is a Clip. Aside from that, there are other accessories that Soul Linkers can equip, but those mentioned above are what people usually use. If you have the money, and you are level 80 or higher, you can use or instead, which, to Linkers, are essentially a Clip with a better SP bonus.
Soul Linkers can fight unarmed, keeping the bonuses from the Sprint skill, or use Daggers and Rods. Usually, rods are to be used for Esma or supportive play styles. Most daggers are only better than fists when they're carded, especially against large enemies.
- ATK+50. Adds a 50% chance of inflicting [Curse] on the target when doing a physical attack.
- ATK+70. Adds a 5% chance of damaging the target's weapon when doing a physical attack.
- ATK+70. Adds a 5% chance of damaging the target's armor when doing a physical attack.
- ATK+140, Crit+90. Provides better damage output compared to fighting unarmed, and helpful against foes with high Flee.
|Force a monster into a status similar to Monk's Mental Strength, in which Movement and Attack Speed is reduced, but Defense and Magic Defense will be temporarily enhanced.||3||Offensive|
|Increase targeted monster's ATK 4x, but reduce its DEF by half. Following the casting of this skill Esma can be used for the next 3 secs.||3||Offensive|
|This is a very strong bolt type spell that can change element of its attack depending on Mild Wind. This skill can only be used within 3 seconds of casting any of the Spirit Link Spells, or after having cast Estin, Estun or Eske.||10||Offensive|
|Push back a targeted monster 2 cells away. Only Small sized monsters are damaged by this skill, which takes the elemental property of the Mild Wind skill if it is cast. At skill level 7, after casting Estin there will be a 3 second interval that will allow the casting of the skill Esma.||7||Offensive|
|Stun a monster by chance for 2 seconds. Only Medium sized monsters are damaged by this skill, which takes the elemental property of the Mild Wind skill if it is cast. At skill level 7, after casting Estun there will be a 3 second interval that will allow the casting of the skill Esma.||7||Offensive|
|Temporarily shrink a monster to reduce its Movement Speed. Boss monsters will only be shrunk for 1/5th of the normal skill duration. If this skill is cast on a monster that is already shrunken, the caster will be inflicted by the Stun status and the targeted monster will recover from Shrunken status more quickly.||7||Offensive|
|Affected target gains 200~1,400 health whenever attacked by an enemy. Healing cost: 5~35 SP. Attack skills do not trigger Kaahi.||7||Active|
|Increase Max SP and enhance the efficiency of the Happy Break skill. At Base Level 70, this skill reduces the SP consumption of the Estin, Estun and Esma skills by 3% in proportion to the skill level of Kaina. At Base Level 80, this SP consumption is reduced by 5% and at Level 90, it is reduced by 7% (for a total of 49% reduction).||7||Passive|
|Affected target reflects the next 1~2 targeted offensive spell(s) back at the original caster. Reflected Healing spells will not heal the original caster. Cannot reflect spells of monsters above level 80 or boss monsters. Attacks on affected target has +300% damage addition. Removes High Priest's Assumptio on affected target.||7||Active|
|For 30 minutes, the next time affected target dies, it is instantly resurrected with 10~70% health and has Kyrie Eleison status for 3 Seconds. This skill is disabled during WoE (Guild War).||7||Active|
|For 10 minutes, affected target has 33~100% chance of dodging one physical attack or magical attack from an enemy.||3||Active|
|Imbues High First Classes with the Spirit of the 1st Transcendent, giving them special powerfull buffs that last until the Spirit buff runs out.||5||Active|
|Imbues Alchemists with Spirit State: Increase effectiveness of Aid Potion by blvl%. Enables use of Aid Berserk Potion. Enables use of Spiritual Potion Creation.||5||Active|
|Imbues Assassins with Spirit State: Doubles Sonic Blow damage outside WoE. Multiples Sonic Blow damage by 1.25x in WoE.||5||Active|
|Imbues any Bard or Dancer with Spirit State: Performance skills affect the user. Allows use of opposite class's linked performance skill if level 10 of own's skill is learned. Reduces movement speed penalty when using performance skills (no penalty at level 10).||5||Active|
|Imbues Blacksmiths with Spirit State: Enables use of Advanced Adrenaline Rush.||5||Active|
|Imbues Crusaders with Spirit State: Doubles Shield Boomerang damage, never misses, and halves aftercast delay.||5||Active|
|Imbues Hunters with Spirit State: STR increases effectiveness of Beast Bane. Enables use of Beast Charge.||5||Active|
|Imbues Knights with Spirit State: Enables use of One-Hand Quicken.||5||Active|
|Imbues any Monk with Spirit State: Raging Thrust becomes 5x5 cell splash attack. Decrease SP cost of combo skills. Enable SP Regeneration during Fury or within 5 minutes after usage of Guillotine Fist.||5||Active|
|Imbues Priests with Spirit State: Holy Light damage and SP cost multiplied by 5.||5||Active|
|Imbues Rogues and Stalkers with Spirit State: Immune to Dispell. Greatly increases healing of ranked White Potions. Flying Kick from enemies will not remove Soul Linker buffs if Preserve is learned. Greatly increase movement speed while using Stealth.||5||Active|
|Imbues Sages and Scholars with Spirit State: Hindsight drops the highest level bolt the player has learned in the respective bolt skill.||5||Active|
|Imbues Soul Linkers with Spirit State: Allows K-skills to be used on other players. Cannot self-target.||5||Active|
|1% chance to erase death record of target Super Novice to enable +10 to all stats if job level is 70 or higher. Imbues Super Novices with Spirit State: Allows equipping of all headgears if base level is 90 or higher. Allows equipping of all level 4 Daggers, 1-handed Swords, Axes, Maces, and Staves if base level is 96 is higher.||5||Active|
|Imbues TaeKwon Masters with Spirit State: Enables one use of Solar, Lunar and Stellar Union.||5||Active|
|Imbues the Wizards with Spirit State: Eliminate or reduce gemstone consumption of skills. Prevent reflected damage from Kaite by consuming a Crystal Fragment each time.||5||Active|
Es spells are offensive magic. This type can be cast only on monsters. Casting them on players causes the skill to fail and the caster to be stunned (even in PvP/WoE conditions).
Ka spells are defensive magic. By default the caster can use this only on themself, their spouse or their child, or other Soul Linkers. Unless the user is linked with the Soul Linker Spirit, using these skills on anyone else causes them to fail and the caster to be stunned.
Spirit Link Skills
These skills imbue other characters with special abilities for a time depending on skill level. Each class has their own Spirit Link that can only be cast upon them.
- Transcendent second classes can utilize the Spirit Link of their original second class.
- Soul Linkers cannot use the Soul Linker Spirit on themselves; they must have another Soul Linker cast it on them.
Soul Linkers can use Concentration, Awakening and(Even though the in-game description doesn't mention it).
Level Up Angel
|Classes of Ragnarok Online|
|Novice Class||Novice • High Novice • Super Novice|
| First Class /
High First Class
|Swordman • Thief • Archer • Mage • Merchant • Acolyte|
|Second Class||Knight • Crusader • Assassin • Rogue • Hunter • Bard • Dancer • Wizard • Sage • Blacksmith • Alchemist • Priest • Monk|
|Transcendent Second Class||Lord Knight • Paladin • Assassin Cross • Stalker • Sniper • Minstrel • Gypsy • High Wizard • Scholar • Mastersmith • Biochemist • High Priest • Champion|
|Third Class||Rune Knight • Royal Guard • Guillotine Cross • Shadow Chaser • Ranger • Maestro • Wanderer • Warlock • Sorcerer • Mechanic • Geneticist • Arch Bishop • Sura|
|Expanded Class||TaeKwon Kid • Ninja • Gunslinger|
|Expanded Second Class||TaeKwon Master • Soul Linker • Kagerou • Oboro|
<ref> tags exist, but no
<references/> tag was found