| Roundhouse Kick [TK_TURNKICK 417] Turn Kick |
| Max Lv Max Lv Max Lv defines the skill max level. | 7 | |||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SP Cost SP Cost SP Cost defines the skill SP cost. | 2 ~ 14 | |||||||||||||||||||||||||
| DMGatk Physical Attack Multiplier DMGatk defines skill ATK multiplier, e.g. a 2.0 ATK multiplier implies 2x ATK damage. | 2.20 ~ 4.00 | |||||||||||||||||||||||||
| DMGhits Damage Hits DMGhits defines the number of "hits" that accompany the skill visually and soft DEF/MDEF calculations.
All hits are calculated simultaneously, e.g. Lex Aeterna
will increase the damage of all hits. | 3 | |||||||||||||||||||||||||
| DMGwaves Damage Waves DMGwaves defines the number of "waves" that damage is dealt.
All waves are calculated separately, e.g. Lex Aeterna
will increase the damage of a single wave. | 1 | |||||||||||||||||||||||||
| Cast Time Cast Time Cast Time defines the base time the player must channel the skill. | - | |||||||||||||||||||||||||
| Cast Delay Cast Delay Cast Delay defines the base time before the player may cast another skill. | - | |||||||||||||||||||||||||
| Range Range Range defines the applicable range NPCs and (Players) may select a target before casting the skill. | 1 (2) cells | |||||||||||||||||||||||||
| AoE Area of Effect AoEdefines the area of effect for modifying additional objects beyond the initial target. |
3x3 square1 | |||||||||||||||||||||||||
| Element Attack Element Element defines the attack element for elemental modifiers. If "weapon", the skill inherits the weapon element. | weapon | |||||||||||||||||||||||||
| Target Target Method Target defines the skill targeting method, e.g. self [no target], position [cell], or object [monster or player]. | object |

| Skills |
|---|
| No skill prerequisites |
| States | |
|---|---|
|
Roundhouse Stance Enter the Roundhouse Stance, entering Roundhouse Stance Ready on non-skill attacks by chance. |
Roundhouse Stance |
No Boss Efst Skill effects are ineffective against boss monsters. |
No Boss Efst |
Attack an enemy to inflict physical damage to the enemy and forced motion, knockback, and stun by chance to other nearby enemies.
| Lv | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| SP Cost | 14 | 12 | 10 | 8 | 6 | 4 | 2 |
| DMGatk | 2.20 | 2.50 | 2.80 | 3.10 | 3.40 | 3.70 | 4.00 |
| Forced Motion | 2.00 s | ||||||
| Knockback | 2 cells | ||||||
| Stun | 200% chance | ||||||
Roundhouse Kick has directional knockback away from the center, whereas the centerpoint knockback is westbound.
| ↖ | ↑ | ↗ |
| ← | ← | → |
| ↙ | ↓ | ↘ |
Ranked Taekwons may forego the "ready" state requirements for kick skills (Counter Kick, Heel Drop, Roundhouse Kick, and Tornado Kick) if the skill is cast within 1 second of a different kick skill. For example, it is possible to use Counter Kick → Tornado Kick but not Counter Kick → Counter Kick. However, the cast delay for kick skills is increased to 0.50 seconds. Consequently, within the context of chaining kicks, ASPD in excess of 175 without animation cancelling (1 attack/0.50 seconds) or 160 with animation cancelling (1 attack/[0.4 skl_amt + 0.1 srv_amtt] seconds) is unnecessary.
Ranked Taekwons base level 90 or higher receive a +200% HP and SP bonus and may use all Taekwon Kid skills at max level.
The top 10 Taekwons with the most points are considered "ranked".
The current top 10 Taekwons may be displayed through the /taekwon command.
For details on how Taekwons obtain points, see Taekwon Mission.
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