
TaeKwon Kid
The TaeKwon Kid (also called TaeKwon Boy or Girl) is one of the expanded first classes a Novice can pick at Job Level 10. These martial artists train their own bodies instead of using weapons: a TaeKwon Kid cannot equip any weapon at all and gets its attack power from STR and the Sprint skill.

To change class, talk to Arang in the TaeKwon classroom on the second floor of the Criatura Academy, who sends you to Payon, or go to Payon directly and speak to Phoenix. Either way Phoenix hands you a Guard shield as a reward.
Stances and kicks
Each kick has its own stance. You switch the stance on, then keep attacking normally; every hit has a chance to trigger the stance, and only then can the kick be used. Flying Kick is the exception: it works from Tumbling, or without any stance.
| Kick | Stance chance | Effect |
|---|---|---|
| Tornado Kick | 15% | Hits a 5×5 area for up to 300%; the line's only area kick |
| Heel Drop | 15% | Up to 300% and stuns the target |
| Roundhouse | 15% | Up to 400%; pushes back and stuns enemies around the target |
| Counter Kick | 20% | Up to 400% and never misses |
| Flying Kick | 20% (Tumbling) | Jumps to the target for up to 100%, more after Tumbling or while sprinting; removes Soul Linker buffs from the target |
Other TaeKwon Kid skills fill the gaps: Sprint (fast straight-line run that also raises unarmed and kick damage, and from level 7 can give +10 STR), Leap (jumps over cells, even impassable ones), Mild Wind (changes the attack element to anything except Poison and Neutral), Kihop (up to 10% more attack for each party member on the same map), and Peaceful Break and Happy Break (faster HP and SP recovery when sitting beside another TaeKwon character).
Some players stay TaeKwon Kids for good as TaeKwon rankers. They must keep finishing TaeKwon Missions (hunting a given monster type) to stay ranked; a top ranker gets three times the HP and SP and access to every TaeKwon skill.
TaeKwon Master (Star Gladiator)
The TaeKwon Master, known as Star Gladiator in other versions of the game, is the physical path. It can finally hold a weapon (books) and most of its skills are tied to the Sun, Moon and Stars. The job change needs Job Level 40 as a TaeKwon Kid: MooHyun in Payon sends you to the Wandering Master on the hill of Comodo, and the trial takes a Flame Heart, Mystic Frozen, Rough Wind, Great Nature, Star Crumb and Star Dust.
- Days are fixed: Sun days are even days, Moon days are odd days, and Star days come every 5th day.
- Places and targets are chosen by you: Perception saves a map as a Place of the Sun, Moon or Stars, and Opposition saves a monster or player class as a Target of one of them.
- Heat skills create a damaging, knock-back barrier in the matching Place; Wrath skills add damage against the matching Target; Protection skills (defence, Flee or attack speed) need both the Place and the Day; Blessings give bonus experience from the Target on its Day.
- Union makes the TaeKwon Master fly, move faster and hit without missing or being stopped by defence, at an HP cost per attack; it needs the TaeKwon Master Spirit from a Soul Linker.
Soul Linker
The Soul Linker leaves kicking behind and becomes a spell caster that calls on ancestral spirits. It also needs Job Level 40 as a TaeKwon Kid; the quest starts with the Kid in a tavern in Morroc and asks for a 3carat Diamond, an Immortal Heart and a Witherless Rose. Soul Linkers have fairly low HP but a good SP pool, and they are naturally immune to Dispell.

| Skill group | What it does |
|---|---|
| Es spells (Esma, Estin, Estun, Eswoo, Eska, Eske) | Attack magic for monsters only; cast on a player, the spell fails and stuns the caster. Esma, the strong bolt, follows a Spirit link, Estin, Estun or Eske within 3 seconds and takes Mild Wind's element. |
| Ka spells (Kaahi, Kaite, Kaizel, Kaupe, Kaina) | Defensive magic: heal when hit, reflect spells, revive on death (not during War of Emperium), dodge one attack. By default only on yourself, your spouse or child, or other Soul Linkers. |
| Spirit links | One spirit per class (Knight, Wizard, Priest, Super Novice and more) that gives that class a special power for a while; transcendent classes use the spirit of their original second class. |
After the change a Soul Linker keeps only some TaeKwon Kid skills: Tumbling, Sprint, Peaceful Break, Happy Break, Kihop, Leap and Mild Wind.
Star Emperor, Soul Reaper and beyond
TaeKwon characters do not go through rebirth. According to iRO Wiki's class guide, a TaeKwon Master moves straight on to the next job once it reaches Base 99 / Job 50; the two branches continue as Star Emperor (from TaeKwon Master, changed in Payon) and Soul Reaper (from Soul Linker), and later as the fourth-tier expanded classes Sky Emperor and Soul Ascetic.
| Star Emperor style | Main skills | Notes |
|---|---|---|
| Solar | Blaze Kick, then Solar Explosion | Lower multipliers than Lunar but easier to spam |
| Lunar | New Moon Kick, Full Moon Kick | High multipliers and big areas; recommended for leveling |
| Stellar | Flash Kick (marks up to 5 targets), Falling Stars | Marks last up to 10 seconds; not recommended for leveling |
Sources
- iRO Wiki: TaeKwon Kid
- iRO Wiki: TaeKwon Master
- iRO Wiki: Soul Linker
- iRO Wiki: Star Emperor
- iRO Wiki: Classes
- iRO Wiki: Levels
Game pictures: © Gravity Co., Ltd. · playragnarok.com

