Expanded Class Guides

TaeKwon Kids fight barehanded and turn mobility into pressure through skills like , , , and . On Age of Ymir, the live skill tree makes it much easier to see those stance relationships before you commit points, which helps a lot on a class like this.
TaeKwon is not the easiest beginner class. You cannot equip a normal weapon at this stage, your kick skills rely on stance procs, and early gameplay is smoother when you choose passive or slower monsters instead of trying to brute-force crowded maps.
Details
Taekwon is the first expanded unarmed class, using movement, kick chains, and elemental adaptation instead of conventional weapon progression.

| Job Bonuses | STR+6 AGI+6 VIT+0 INT+0 DEX+6 LUK+0 |
|---|---|
| Type | ExpandedMeleeCombo |
| Max Job Level | 50 |
| Skill Access | 17 class skills with 88 total skill points on the iRO reference path. |
| Next Jobs | or |
| Job Change Area | |
| Core Identity | Fights barehanded, uses stance-based kick chains, and gains a large part of its damage from and elemental swapping through . |
| Equip | Attack Speed |
|---|---|
| Bare Handed | 156 |
| Shield | -6 |
| ASPD Potions | Usable |
Builds
This is the strongest general leveling path from the iRO guide because is your only true early AoE. The play pattern is to enable , gather small packs, and keep auto-attacking until the kick procs.
The build likes enough VIT to survive the mobs you gather, enough AGI to increase ASPD and proc kicks more often, and enough STR to keep your damage relevant. , , , and make the route much smoother.
This route is better for one-on-one farming and works especially well on passive monsters like or . You keep active for reliable single-target damage, then swap to when you need space or an emergency stun.
The iRO recommendation here is higher AGI for ASPD and FLEE, enough DEX to make your auto-attacks land so the stances can trigger, and STR as your long-term damage stat. It is a more controlled style than Tornado mobbing, but much safer while you are still learning TaeKwon timing.
Skills
| Icon | Skill | Max Level | Description |
|---|---|---|---|
| Active | 10 | Core movement skill that also boosts unarmed damage and kick damage, with the famous +10 STR Spurt effect at higher levels. | |
| Buff | 1 | Enables the Tornado Kick proc chain and is the main setup skill for TaeKwon AoE leveling. | |
| Active | 7 | Your primary leveling kick for mobbing, dealing AoE damage around the target once the stance chain procs. | |
| Buff | 1 | Sets up Heel Drop, the control-focused kick path that can stun a target and create safer one-on-one farming. | |
| Active | 7 | Single-target kick that stuns the enemy, making it one of the safest control tools in the TaeKwon kit. | |
| Buff | 1 | Setup for Roundhouse, useful whenever you need to knock back and briefly control nearby monsters. | |
| Active | 7 | Strong kick that pushes back and stuns surrounding enemies, giving TaeKwon a reliable panic button in crowded fights. | |
| Buff | 1 | The setup for Counter Kick and one of the best early stance choices for clean single-target leveling. | |
| Active | 7 | A high-damage kick that never misses, making it excellent against evasive monsters and low-DEX early builds. | |
| Buff | 1 | Supportive dodge skill that also enables Flying Kick as a counterattack, adding mobility and survivability at the same time. | |
| Active | 7 | Gap-closing mobility kick that moves instantly to the target, helping TaeKwon stick to enemies and reposition between pulls. | |
| Passive | 10 | Recovers HP faster while sitting next to another TaeKwon-line class and benefits further from using /doridori. | |
| Passive | 10 | Restores SP more quickly while sitting and also helps conserve Earth Spike Scrolls, which gives it niche utility beyond pure regeneration. | |
| Passive | 5 | Adds party-based attack power, making it especially useful when leveling with even one extra person on the same map. | |
| Active | 7 | Self-endows your attacks with multiple elements and is one of the biggest reasons TaeKwon can still hit very hard without wielding a normal weapon. | |
| Active | 5 | Exceptional map mobility tool that jumps over cells and obstacles, letting TaeKwon move through fields in ways most early classes cannot. | |
| Active | 1 | Assigns hunting targets for the ranker system and is the gateway skill if you want to engage with classic TaeKwon mission gameplay. |
Equipment
| Slot | Recommended Options | Why It Helps |
|---|---|---|
| Shield / Starter Defense | The official TaeKwon job change rewards a , which is especially helpful because TaeKwon does not get normal weapon progression at this stage. | |
| Armor / Garment | and | Light gear like this fits TaeKwon well because the class cares about movement, ASPD, and survivability more than raw weapon attack. |
| Beginner Progression | Eden Group equipment remains one of the best early catches for new players because it gives you consistent free starter gear while you work around TaeKwon's unusual progression curve. | |
| Utility Gear | Even though TaeKwon is melee-focused, this is still one of the most useful early beginner accessories on AoY because of how much raw comfort it brings to low-level progression. | |
| Healing Support | and | Because TaeKwon often fights in melee without weapon upgrades, cheap healing items go a long way while learning stance timings and surviving grouped pulls. |
Leveling
| Level Range | Map | Monsters | Why It Works |
|---|---|---|---|
| 10-25 | and | Safe early field for learning kick timings, movement, and elemental swaps without getting overwhelmed too quickly. | |
| 25-45 | The iRO guide specifically likes passive monsters for TaeKwon's single-target kick routes, and Bigfoot is one of the cleanest fits for that style. | ||
| 41-55 | , , and | Eden routing is the better AoY replacement for old bounty-board-style progression and lets TaeKwon cash in quest experience while using Tornado or Counter-based setups. | |
| 45+ | and | Good place to finish job levels before second-job progression, especially once starts covering enemy weaknesses more consistently. |
Job Change
| Route | What You Get | Notes |
|---|---|---|
| At Job Level 10 as a Novice, either talk to Arang through the TaeKwon classroom route from or go directly to Phoenix in . This is the iRO route and rewards a . | ||
| , , and | Ezekiel in the Main Office offers the fast AoY alternative. He also grants quest skills on job changes, so you do not need to do separate platinum-skill quests afterward. |
Progression Notes
- If you are new to TaeKwon, start with into . It is the smoothest leveling route from the iRO guide.
- Use aggressively. TaeKwon gets a lot of value out of hitting monster weaknesses because it does not have normal weapon upgrades yet.
- If you prefer safer one-target farming, lean into and on passive monsters.
Source referenced for class guide details: iRO Wiki: TaeKwon Kid

Details
Builds
Skills
Equipment
Leveling
Job Change