Soul Linker

== Overview ==
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.
Soul Linkers may job change into Soul Reaper.
== Job Change Guide ==
== Builds ==
=== PvM Battle ===
*STR: 70-99
*AGI: 70-99
*VIT: 1-44
*INT: 18-48
*DEX: 18-48
*LUK: 1 
This build is unique in that it uses a Linker's ability to equip and fight with daggers. Usually they equip a carded Gladius[3], 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[3] 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 ===
*STR: 1 
*AGI: 9 
*VIT: 1 
*INT: 120+
*DEX: 99+
*LUK: 1 
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 ===
*STR: 1 
*AGI: 1-9 
*VIT: 50-99 
*INT: 90-99 
*DEX: 1-50 
*LUK: 1-9 
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 ===
*STR: 1 
*AGI: 1-9 
*VIT: 40-70 
*INT: 90-99 
*DEX: 60-80 
*LUK: 1-9 
This is a mix of Dex Bolter and Vit Bolter combining fast casting and middle-level tanking skills. 
===PvM Esma Agi Bolter ===
*STR: 1 
*AGI: 70-99 
*VIT: 1-20 
*INT: 90-99 
*DEX: 1-40 
*LUK: 1-9 
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.
===WoE Support ===
*STR: 1 
*AGI: 1 
*VIT: 20-50 
*INT: 90-99 
*DEX: 70-90 
*LUK: 9 
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)
*STR: 1 
*AGI: 1 
*VIT: 80-90 
*INT: 90-100 
*DEX: 60-70 
*LUK: 9 
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
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[3]/Mailbreaker[3] (with statut card like magnolia/requiem/metaller)/CursedDagger and Blast/Sight Clip(or Glove[1]).
===Ka-melee-type===
*STR: 90+
*AGI: 30+
*VIT: 40+
*INT: 60+
*DEX: 30+
*LUK: 1-3
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.
===Spirit-melee-type===
*STR: 90+
*AGI: 30+
*VIT: 40+
*INT: 60+
*DEX: 30+
*LUK: 1-3
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.
== Equipment ==
=== Headgear ===
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)
=== Footgear ===
Soul Linkers can wear Sandals (and Sandals[1]), Shoes (and Shoes[1]), High Fashion Sandals[1], and all footgear usable by "all classes except novice".
=== Armor ===
Soul Linkers are limited to Mage-class armor and armor usable by "all classes except novice".
=== Garment ===
Soul Linkers can wear Hood (and Hood[1]), Muffler (and Muffler[1]), as well as Mage-class garments and those usable by "all classes except novice".
=== Shield ===
:DEF+3.
:DEF+3, MDEF+2, INT+1.
:DEF+3, MDEF+5, -20% damage from Fire, Water, Shadow, Undead elements.
:DEF+3, -5% damage from Large size.
=== Accessory ===
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.
=== Weapon ===
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.
== Class Data ==
=== Skills ===
Skill	Description 	Levels	Type
 	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 health whenever attacked by an enemy. Healing cost: 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 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 % 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 % 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 RoguesThis is the only Spirit Link Skill that gives some buffs specific to the Transcendent class 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
==== Notes ====
===== TK Skills =====
Once a TaeKwon Kid changes into a Soul Linker, only the following TK skills may be used: Tumbling, Sprint, Peaceful Break, Happy Break, Kihop, Leap, Mild Wind.
===== Es Skills =====
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 Skills =====
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.
=== Job Bonuses ===
Stat\Amount	+1	+2	+3	+4	+5	+6	+7	+8	+9	+10	+11	+12
STR 	 	 	 	 	 	 	 	 	 	 	 	
AGI 	 	 	 	 	 	 	 	 	 	 	 	
VIT 	20	21	22	23	24	25	 	 	 	 	 	
INT 	1 	2 	3 	4 	5 	6 	7 	8 	9 	10 	11 	12
DEX 	39	40	41	42	43	44	45	46	47	48 	49 	50
LUK 	 	 	 	 	 	 	 	 	 	 	 	
=== ASPD ===
{| class="wikitablec"	Equip	Attack Speed	From TaeKwon Kid
Bare Handed 	146 	−10 	
Shield 	-8 	−2 	
Dagger 	0 	N/A 	
Rod (One Handed)	-3 	N/A 	
Rod (Two Handed)	-3 	N/A 	
Soul Linkers can use , and , even though the in-game description does not mention it.
=== HP ===
Level	HP
1 	40
2 	47
3 	54
4 	62
5 	71
6 	81
7 	91
8 	102
9 	114
10 	127
11 	140
12 	154
13 	169
14 	185
15 	201
16 	218
17 	236
18 	255
19 	274
20 	294
Level	HP
21 	315
22 	337
23 	359
24 	382
25 	406
26 	431
27 	456
28 	482
29 	509
30 	537
31 	565
32 	594
33 	624
34 	655
35 	686
36 	718
37 	751
38 	785
39 	819
40 	854
Level	HP
41 	890
42 	927
43 	964
44 	1,002
45 	1,041
46 	1,081
47 	1,121
48 	1,162
49 	1,204
50 	1,247
51 	1,290
52 	1,334
53 	1,379
54 	1,425
55 	1,471
56 	1,518
57 	1,566
58 	1,615
59 	1,664
60 	1,714
Level	HP
61 	1,765
62 	1,817
63 	1,869
64 	1,922
65 	1,976
66 	2,031
67 	2,086
68 	2,142
69 	2,199
70 	2,257
71 	2,275
72 	2,294
73 	2,314
74 	2,335
75 	2,356
76 	2,378
77 	2,401
78 	2,425
79 	2,449
80 	2,874
Level	HP
81 	2,890
82 	2,907
83 	2,924
84 	2,942
85 	2,971
86 	2,991
87 	3,011
88 	3,032
89 	3,054
90 	3,567
91 	3,590
92 	3,614
93 	3,649
94 	3,675
95 	3,701
96 	3,728
97 	3,756
98 	3,800
99 	4,250
== External Links ==
* Skill Simulator