Expanded Class Guides

Star Gladiator trades the straightforward kick flow of for a much more specialized celestial system. The core loop revolves around assigning Places and Targets through and , then converting those assignments into damage through , , and .
Once the setup is in place, the class can push very high damage through , , , and , while still keeping some of TaeKwon’s mobility through . The tradeoff is that Star Gladiator is less forgiving than most routes, because map assignment, enemy selection, and day restrictions matter much more here than on standard melee classes.
Details
Star Gladiator is an expanded second-stage melee class that turns assigned Places, Targets, and celestial timing into burst damage, utility, and very map-specific farming power.

| Job Bonuses | STR+12 AGI+12 VIT+0 INT+0 DEX+6 LUK+0 |
|---|---|
| Type | ExpandedMeleeCelestial |
| Max Job Level | 50 |
| Skill Access | 18 class skills with 74 total class skill points. |
| Progression Branch | Expanded second-stage class with its own Sun, Moon, and Star specialization instead of a standard weapon-line progression. |
| Job Change Area | |
| Core Identity | Assigns maps and monsters with and , then converts those assignments into Warmth, Anger, Blessing, and Fusion scaling. |
| Equip | Attack Speed |
|---|---|
| Bare Handed | 156 |
| Shield | -6 |
| Book | -10 |
| ASPD Potions | Usable |
Builds
This is the broadest Star Gladiator route and the most forgiving when you want to farm, tank, and still keep strong Warmth damage. The build leans on plus the Warmth line to stay aggressive while using high VIT to absorb return damage and make healing items more efficient.
It is the practical route when you expect to take hits often or want one build that can pivot between normal field farming, tougher mobs, and map-specific assignments without becoming too fragile.
This route pushes your offensive ceiling higher by trading survivability for much stronger Warmth consistency and better natural HIT. It pairs especially well with , , and when you are farming assigned targets and want raw output over safety.
The build is more dependent on controlling the fight and choosing the right maps, but once those conditions line up it delivers the cleanest damage spikes of the common Star Gladiator routes.
This route stays closer to the Taekwon kick identity by emphasizing speed, kick procs, and avoidance. It works around , , and the old TaeKwon kick package to pressure monsters quickly before they can collapse your FLEE.
It is less universal than the Warmth builds, but it is still a valid route if you want faster attack cycles and a more mobile feel instead of pure aura-based grinding.
Skills
| Icon | Skill | Use |
|---|---|---|
| Feeling of Sun Moon Star | Assigns a map as your Sun, Moon, or Star Place, which is the foundation for the rest of the class. | |
| Hatred of Sun Moon Star | Assigns monsters or player classes as your Sun, Moon, or Star Targets for Anger and Blessing scaling. | |
| Warmth of the Sun | Creates the Sun-aligned damage aura that hits nearby enemies in your assigned Sun Place. | |
| Warmth of the Moon | Creates the Moon-aligned damage aura that works in your assigned Moon Place. | |
| Warmth of the Star | Creates the Star-aligned damage aura for your assigned Star Place. | |
| Anger of the Sun | Adds attack power against your assigned Sun Targets and is part of the main specialist damage package. | |
| Anger of the Moon | Boosts attack power against Moon Targets and supports the higher-DEX offensive route. | |
| Anger of the Star | Boosts attack power against Star Targets and rounds out the full celestial damage package. | |
| Comfort of the Sun | Improves survivability in a Sun Place and supports more stable Warmth grinding. | |
| Comfort of the Moon | Improves survivability in a Moon Place and helps stabilize longer farming sessions. | |
| Comfort of the Star | Improves survivability in a Star Place and is especially useful on the faster AGI route. | |
| Blessing of the Sun | Improves rewards and progression value against your assigned Sun Targets. | |
| Blessing of the Moon | Improves rewards and progression value against your assigned Moon Targets. | |
| Blessing of the Star | Improves rewards and progression value against your assigned Star Targets. | |
| Demon of Sun Moon Star | Trades sight for a permanent ASPD boost and supports the faster AGI-style kick setup. | |
| Friend of Sun Moon Star | Improves interaction with Monk combo users when Counter Kick is involved. | |
| Knowledge of Sun Moon Star | Raises carry capacity and class utility when you log in on an assigned celestial Place. | |
| Fusion of Sun Moon Star | High-risk burst mode that increases movement speed, ignores DEF, and makes attacks never miss at the cost of HP per hit. |
Equipment
| Slot | Recommended Options | Why It Helps |
|---|---|---|
| Accessory | A straightforward offensive accessory for expanded physical classes and one of the few pieces directly called out for this route. | |
| Weapon | Star Gladiator can stay barehanded for Sprint-related value or swap to books when you want a more direct physical weapon option. | |
| Base Gear | Most of the headgear, armor, garment, shield, and accessory logic still overlaps with the Taekwon foundation, so the earlier gear page remains relevant here. | |
| Beginner Progression | Eden gear is still helpful while you stabilize the rest of the setup, especially if you are short on zeny after the job-change material handoff. | |
| ASPD / Sustain | , , and | ASPD support matters more here than on slower weapon builds because Warmth and kick routes both get smoother when your attack cycle accelerates. |
| Healing Support | and | Fusion and Warmth can make incoming or self-draining damage much more noticeable, so cheap stackable sustain items stay valuable. |
Leveling
| Level Range | Map | Monsters | Why It Works |
|---|---|---|---|
| 55-75 | and | Solid transition zone while you finish setting Places and Targets and start testing Warmth-based pulls on sturdier mobs. | |
| 70-90 | Good default for a physical expanded class once accuracy and survivability settle in, especially if your assigned target setup lines up well here. | ||
| 41-55 Quests | , , and | Eden routing remains a practical AoY fallback while you finish the jump from Taekwon into a stable Star Gladiator setup. |
Job Change
| Route | What You Get | Notes |
|---|---|---|
| Job change to Star Gladiator | At Job Level 40 as , speak with MooHyun in , then continue to the Wandering Master in . The official route consumes , , , , , and . | |
| Direct convenience job change | For expanded second-stage classes, the Job Master is the convenience route. It does not grant the first-job incentive bundle, but it handles the job change directly and grants quest/platinum skills automatically. See for the NPC system page. |
Progression Notes
- Set your Places and Targets deliberately. Star Gladiator is much stronger when your assigned map and assigned enemy are actually where you plan to grind.
- If you want the safest general route, start from the STR / VIT Warmth setup and only move into higher DEX or AGI specialization once the class feels stable.
- is one of the class’s biggest power spikes, but it is also where sustain management starts to matter much more.
- Star Gladiator can still lean on several Taekwon fundamentals, so keeping the Taekwon guide nearby is practical when you are still learning how the kick package overlaps with the celestial kit.
Source referenced for class guide details: iRO Wiki: TaeKwon Master

Details
Builds
Skills
Equipment
Leveling
Job Change