=============================================================================== ===============================Soul Linker FAQ================================= ================================By: SageRyock================================== =============================================================================== ----------------------------- Table of Contents ----------------------------- Section I: Version History Section II: About Soul Linkers and Myself Section III: Advantages and Disadvantages Section IV: Taekwon Boy and Girl Skills Section V: Soul Linker Skills Section VI: Skill Builds Section VII: Stat Builds Section VIII: Credits, Thanks, etc ======================================================== Section I: Version History ======================================================== Version 1.00: This is the first version of this FAQ, and will not be updated unless Gravity decides to change the bugs and/or skills/stats of Taekwons and Soul Linkers, or unless some more valuable knowledge comes into my posession, which should be likely since they're a newer class, and builds are still being tested. Next update will be the in-game info and some new builds. ======================================================== Section II: About Soul Linkers and Myself ======================================================== Soul Linkers are the more magical type of class for the Taekwon characters. Soul Linkers are the ones that possess great spiritual knowledge and use the souls of their ancient ancestors to imbue people of today with great skills. In exchange for this magic, the Taekwon requires to sacrifice their Tae Kwon Do skills in order to persue this type of job. This means that any and ALL kicks that you learned as a Taekwon Boy/Girl can no longer be used as a Soul Linker. But, don't let that discourage you. Soul Linkers are a very good class. Sacrificing their Tae Kwon Do skills does in fact give you quite a good return of magical powers. Their Spirit abilities can make classes of characters insanely powerful. Even a Priest can deal out good damage when imbued with a soul from their ancestors. You can become a Soul Linker once you hit job level 40 or 50 as a Taekwon Boy/Girl. Hitting job 50 is not necessary by any means whatsoever for a Soul Linker. The other skills that you COULD get as a Taekwon Boy/Girl are only convenient skills that will not help you kill any faster. Soul Linkers are a lot of fun, and a lot of times, are not easy to level in their Taekwon stages. But this is why this FAQ exists, isn't it? Anyone who knows me, knows I have a fetish for magic. Which is why all my characters are magic based, rather than physical based. I picked the more magical class of every character, and I have a lot of fun with them. Whether it's my Wizard, Priest, Alchemist, or my Soul Linker, I always work very well with any of these classes, and they tend to be my favorite. Since there isn't really any more magical like classes out there that I may like at the moment, I can't decide what my last slot should have. But since I also have a huge fetish for guns as well, I'll probably put a Gunslinger there. I therefore thought that magical classes are usually the more difficult type of class to play. Where as a Hunter and put a trap down, click the monster, and wait; classes like Wizards, Sages, Priests, Soul Linkers, Alchemists, etc, have a much more difficult time leveling, since they're more magical based and require more strategy rather than an Assassin or Knight just clicking a monster and waiting for it to die. Since the more complicated classes are forced to learn tactics like vertical Fire Wall, make very specific class builds, and are greatly punished for making mistakes with their builds, I decided I wanted to help out other people who may be having trouble with any of their characters. This is why I created this FAQ, and hope it will help others. But enough about me, we should get onto the FAQ now. ======================================================== Section III: Advantages and Disadvantages ======================================================== Soul Linkers, like any other class, has its own strengths and weaknesses. Their greatest strenght is PVM(player versus monster), and their greatest weakness is PVP(player versus player). They work well in WoE, but not as well as some other classes do. Here is a good list of their advantages and disadvantages: ----------------------------- Advantages ----------------------------- 1: If you're building an Esma Soul Linker, these guys can knock out many types of monsters quite easily. 2: Their soul linking abilities prove extremely powerful, and therefore make good support. 3: With Kaahi and Kaizel, they're basically invincible in PVM, so long as their SP does not run out. ----------------------------- Disadvantages ----------------------------- 1: They cannot fight well in PVP at all, unless it's against a Sage/Wizard and they have Kaite. 2: Can't fight well against anything unless they have a good Esma, or are built as a physical attacker. 3: SP drains very quickly unless your soul links are high leveled, or your Kaina is high to prevent you from losing SP from Esma. ======================================================== Section IV: Taekwon Boy and Girl Skills ======================================================== To know how to properly build a character, you must know about the skills one can gain from the class. To help you know this, here are all the Taekwon Boy/Girl skills. Tornado Kick Type: Active In-game Info: Pre-reqs: None Level 1: 180% ATK damage Level 2: 200% ATK damage Level 3: 220% ATK damage Level 4: 240% ATK damage Level 5: 260% ATK damage Level 6: 280% ATK damage Level 7: 300% ATK damage Extra Notes: Good and all, but uhh... Soul Linkers can't use a single one of these kicks anymore, so this is a skill not worth putting points into. Prepare Tornado Kick Type: Passive In-game Info: Pre-reqs: Level 1 Tornado Kick Level 1: 15% chance to activate Tornado Kick Extra Notes: You turn it on or off. When on, every kick that's made will have a 15% chance of going into this stance, and in which case, you hit Tornado Kick to perform the attack. Don't get it. We don't need it. Roundhouse Kick Type: Active In-game Info: Pre-reqs: None level 1: 220% ATK damage Level 2: 250% ATK damage Level 3: 280% ATK damage Level 4: 310% ATK damage Level 5: 340% ATK damage Level 6: 370% ATK damage Level 7: 400% ATK damage Extra Notes: Great, but again, don't get it. Prepare Roundhouse Kick Type: Passive In-game Info: Pre-reqs: Level 1 Roundhouse Kick Level 1: 15% chance to activate Roundhouse Kick Extra Notes: Once again, don't get it. Flying Kick Type: Active In-game Info: Pre-reqs: None Level 1: 40% ATK damage Level 2: 50% ATK damage Level 3: 60% ATK damage Level 4: 70% ATK damage Level 5: 80% ATK damage Level 6: 90% ATK damage Level 7: 100% ATK damage Extra Notes: Okay, this we don't really have a choice. We need this as a pre-req for Tumbling. Max it, as much as I don't like saying that XD. Tumbling Type: Passive In-game Info: Pre-reqs: Level 7 Flying Kick Level 1: 20% chance to completely dodge a ranged physical attack, dodges melee physicals as well when Sprint STR bonus is in place if unequipped Extra Notes: This is the skill that Soul Linkers need. This is a very valuable skill and will allow us to dodge most attacks at us. Heel Drop Type: Active In-game Info: Pre-reqs: None Level 1: 180% ATK damage Level 2: 200% ATK damage Level 3: 220% ATK damage Level 4: 240% ATK damage Level 5: 260% ATK damage Level 6: 280% ATK damage Level 7: 300% ATK damage Extra Notes: Don't get it. Period. Prepare Heel Drop Type: Passive In-game Info: Pre-reqs: Level 1 Heel Drop Level 1: 15% chance of activating Heel Drop Extra Notes: Once again, this is a waste of points. Spin Kick Type: Active In-game Info: Pre-reqs: None Level 1: 220% ATK damage Level 2: 250% ATK damage Level 3: 280% ATK damage Level 4: 310% ATK damage Level 5: 340% ATK damage Level 6: 370% ATK damage Level 7: 400% ATK damage Extra Notes: Nice! Can't use it. Prepare Spin Kick Type: Passive In-game Info: Pre-reqs: Level 1 Spin Kick Level 1: 15% chance to activate Spin Kick Extra Notes: Too bad we can't use these, huh? Happy Break Type: Passive In-game Info: Pre-reqs: None Level 1: 3 SP Level 2: 6 SP Level 3: 9 SP Level 4: 12 SP Level 5: 15 SP Level 6: 18 SP Level 7: 21 SP Level 8: 24 SP Level 9: 27 SP Level 10: 30 SP Extra Notes: Once thing extra I should say, any Linker that needs to defend themselves is going to need this at level 5 to get Mild Wind. And don't worry, it's not THAT weak. It increases even more if you have more INT. Peaceful Break Type: Passive In-game Info: Pre-reqs: None Level 1: 30 HP Level 2: 60 HP Level 3: 90 HP Level 4: 120 HP Level 5: 150 HP Level 6: 180 HP Level 7: 210 HP Level 8: 240 HP Level 9: 270 HP Level 10: 300 HP Extra Notes: This is exactly like Happy Break, just the exact opposite, and will give more HP the higher your VIT is. Again, get this to level 5. Kihop Type: Passive In-game Info: Pre-reqs: None Level 1: 2% more ATK per party member Level 2: 4% more ATK per party member Level 3: 6% more ATK per party member Level 4: 8% more ATK per party member Level 5: 10% more ATK per party member Extra Notes: And this would be why Emperium Breakers are so useful. This is an extremely nice skill, whether you're an Emperium Breaker Linker, or a Taekwon Master. Either way, you'll want this maxed. Taekwon Mission Type: Active In-game Info: Pre-reqs: Level 5 Kihop Level 1: Targets a monster for killing Extra Notes: This is the most interesting skill I've ever heard of. Obviously enough though, you don't need this skill for anything, especially since you're not staying as a Taekwon. Mild Wind Type: Active In-game Info: Pre-reqs: None Level 1: Changes weapon and Esma property to Earth Level 2: Changes weapon and Esma property to Wind Level 3: Changes weapon and Esma property to Water Level 4: Changes weapon and Esma property to Fire Level 5: Changes weapon and Esma property to Ghost Level 6: Changes weapon and Esma property to Shadow Level 7: Changes weapon and Esma property to Holy Extra Notes: This is the most useful part of being a Taekwon, Taekwon Master, or Soul Linker. Manipulating the elements perfectly to have any element you wish at all. This helps make the limitations of the characters much much easier to deal with. Sprint Type: Active In-game Info: Pre-reqs: None Level 1: 6 seconds casting time, 100 SP Level 2: 5 seconds casting time, 90 SP Level 3: 4 seconds casting time, 80 SP Level 4: 3 seconds casting time, 70 SP Level 5: 2 seconds casting time, 60 SP Level 6: 1 second casting time, 50 SP Level 7: 0 second casting time, 40 SP Level 8: 0 second casting time, 30 SP Level 9: 0 second casting time, 20 SP Level 10: 0 second casting time, 10 SP Extra Notes: This would be useful only for soloing. And since we'll always be equipping some sort of weapon, its STR bonus for Tumbling provides no use. If you have extra points, you can get it. Leap Type: Active In-game Info: Pre-reqs: None Level 1: 5 seconds casting time, 2 cell range Level 2: 4 seconds casting time, 4 cell range Level 3: 3 seconds casting time, 6 cell range Level 4: 2 seconds casting time, 8 cell range Level 5: 1 second casting time, 10 cell range Extra Notes: I love this skill so much. You can be a ninja with this =P. Need to make a quick escape, but nowhere to run? Not true! You can even jump behind walls and scenery, so long as there is a possible spot to walk. ======================================================== Section V: Soul Linker Skills ======================================================== Finally a Soul Linker? Well, here's a harsh truth. It's gonna stay a little difficult for a little while longer, because you still need spirits for all your major skills. Here are the Soul Linker skills. Monk Spirit Type: Active In-game Info: Pre-reqs: None Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is a good skill and all, but unfortunately, combo Monks are hard to come by these days, and would rather build a Spirit Monk or a Guillotine Monk. Eska Type: Active In-game Info: Pre-reqs: Level 1 Monk Spirit Level 1: Lasts 10 seconds, 3 seconds casting time Level 2: Lasts 20 seconds, 2 seconds casting time Level 3: Lasts 30 seconds, 1 second casting time Extra Notes: Although it says it lowers the moving speed of the enemy, it doesn't seem to do that at all. This skill is only good for Monks with Occult Impaction. They can level almost anywhere if this is used on enemies. Priest Spirit Type: Active In-game Info: Pre-reqs: Level 1 Monk Spirit Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: You ever see a ME Priest imbued with this spirit? These will help them royally own just about any monster weak to Holy. Eswoo Type: Active In-game Info: Pre-reqs: Level 1 Monk Spirit, level 1 Priest Spirit Level 1: Lasts 1 second Level 2: Lasts 2 seconds Level 3: Lasts 3 seconds Level 4: Lasts 4 seconds Level 5: Lasts 5 seconds Level 6: Lasts 6 seconds Level 7: Lasts 7 seconds Extra Notes: Just like the Priest's Decrease AGI spell, this skill will give them the same effect basically. Except the monster is going to get very small, and therefore will be even slower, since they can't move as wide. Alchemist Spirit Type: Active In-game Info: Pre-reqs: None Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is really handy for Alchemists, not too great battle-wise, except for the fact that all classes can be hit by Berserk Potions now. It is mostly a time saver, and Alchemists will love this skill. Blacksmith Spirit Type: Active In-game Info: Pre-reqs: Level 1 Alchemist Spirit Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is really fun if you've got a Kihop party going and you're an Emperium Breaker type. Your ASPD is going to greatly increase with any weapon, and this will help Assassins attack faster, and make you stronger as well. Crusader Spirit Type: Active In-game Info: Pre-reqs: None Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is more of a fun attack. Shield Boomerang already isn't too strong, and usually only helps to annoy Wizards. This is an average skill and would be worth skipping if it didn't get you Kaahi. Kaahi Type: Active In-game Info: Pre-reqs: Level 1 Monk Spirit, level 1 Priest Spirit, level 1 Crusader Spirit Level 1: 200 Heal, 5 SP Level 2: 400 Heal, 10 SP Level 3: 600 Heal, 15 SP Level 4: 800 Heal, 20 SP Level 5: 1000 Heal, 25 SP Level 6: 1200 Heal, 30 SP Level 7: 1400 Heal, 35 SP Extra Notes: This is a wonderful skill, but takes SP very quickly. This is why this is really good to Emperium Breakers and Esma Linkers since Esma Linkers will be getting Kaina. Every time an attempt to hit you is made, you'll heal before the hit gets through, even if it doesn't hit you, and the SP will be taken after the heal. Kaizel Type: Active In-game Info: Pre-reqs: None Level 1: 10% recovery when resurrected, 4.5 seconds casting time Level 2: 20% recovery when resurrected, 4.0 seconds casting time Level 3: 30% recovery when resurrected, 3.5 seconds casting time Level 4: 40% recovery when resurrected, 3.0 seconds casting time Level 5: 50% recovery when resurrected, 2.5 seconds casting time Level 6: 60% recovery when resurrected, 2.5 seconds casting time Level 7: 70% recovery when resurrected, 2.5 seconds casting time Extra Notes: Ever see Auto-Life in Final Fantasy? This is exactly like that in every way imaginable. Just doesn't have any use in WoE. Don't have yggs? Use this instead. Only problem is that its casting speed is not affected by DEX. Knight Spirit Type: Active In-game Info: Pre-reqs: Level 1 Crusader Spirit Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This should have really been given to the Crusaders, but eh. It'll allow Knights to use One-handed Quicken, which is just like Two-handed Quicken, except with one handed swords. Not likely you'll be using this on Knights. Eske Type: Active In-game Info: Pre-reqs: Level 1 Crusader Spirit, level 1 Knight Spirit Level 1: Lasts 10 seconds, 3 seconds casting time Level 2: Lasts 20 seconds, 2 seconds casting time level 3: Lasts 30 seconds, 1 second casting time Extra Notes: This is an interesting spell to say the least. Provoke is still better, but stacking this with Provoke could get some nice results. A very good tanking skill, or WoE Breaker build. Fist Master Spirit Type: Active In-game Info: Pre-reqs: None Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is really freaking neat. This will allow Taekwon Masters to use Solar, Lunar, and Stellar Union, which is going to greatly strengthen them and allow them to float off the ground. Soul Linker Spirit Type: Active In-game Info: Pre-reqs: Level 1 Fist Master Spirit Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is a very nice skill indeed. Everyone knows that with a maxed Kaahi or at least level 5 or 6 Kaahi, you're nearly invincible to monsters. Now, what if you could use those skills on other people? Well, with this, you can. Leveling can become a world easier with this skill. Super Novice Spirit Type: Active In-game Info: Pre-reqs: None Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This will likely almost never be used since Super Novices are rare to find as it is, let alone one at Level 90 or higher. Advanced 1st Spirit Type: Active In-game Info: Pre-reqs: Level 5 Super Novice Spirit Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is a really neat skill for those who are trying to transcend. Unfortunately, this will grow useless quickly once they have transcended, and its requirements are pretty high and useless. Assassin Spirit Type: Active In-game Info: Pre-reqs: None Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is really really neat. Unfortunately, it's hard to find a proper use for this when most Assassins don't put enough DEX in to actually hit with Sonic Blow, and instead go completely full critical. Rogue Spirit Type: Active In-game Info: Pre-reqs: Level 1 Assassin Spirit Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is nice. Rogues don't use their stalking abilities much unless they're in WoE, and that's where this might become a little handy. It\ could probably be worth skipping, though. Kaupe Type: Active In-game Info: Pre-reqs: Level 1 Assassin Spirit, level 1 Rogue Spirit Level 1: 33% chance of dodging the next attack Level 2: 66% chance of dodging the next attack Level 3: 100% chance of dodging the next attack Extra Notes: I personally love this spell. For my Soul Linker, I built him AGI based. Of course, it's unlikely that the enemy will hit me, but just in case, this will dodge the next attack without fail, and when it does work, I can quickly activate it again, and continue the slaughter. Bard and Dancer Spirit Type: Active In-game Info: Pre-reqs: None Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is.... interesting to say the least. It's pretty funny to see Bards perforimg Dancer spells, and Dancers performing Bard spells. This could truly have a nice use in WoE, and could make Dancers more wanted now. Hunter Spirit Type: Active In-game Info: Pre-reqs: Level 1 Bard and Dancer Spirit Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: As if Hunters weren't already strong enough as it was, this will allow Hunters to use Beast Strafe, which is kind of a combo move like the Monk's combos and Taekwons kick stances. Works really well on brute types, obviously enough. This isn't really necessary though. Sage Spirit Type: Active In-game Info: Pre-reqs: None Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is a REAL nice spell, when it finally gets a use. Battle Sages are kind of umcommon though, so this won't be used much. When it does get used though, it's catastrophic. You'll only want it for Esma, or the Wizard Spirit. Wizard Spirit Type: Active In-game Info: Pre-reqs: Level 1 Sage Spirit Level 1: Lasts for 150 seconds, costs 460 SP Level 2: Lasts for 200 seconds, costs 360 SP Level 3: Lasts for 250 seconds, costs 360 SP Level 4: Lasts for 300 seconds, costs 160 SP Level 5: Lasts for 350 seconds, costs 60 SP Extra Notes: This is amazing. Getting rid of all the gem stone costs is very useful to those who use Safety Wall, which is common among High Wizards, especially in WoE. Kaina Type: Passive In-game Info: Pre-reqs: None Level 1: 40% boost to HB, +30 SP Level 2: 50% boost to HB, +60 SP Level 3: 60% boost to HB, +90 SP Level 4: 70% boost to HB, +120 SP Level 5: 80% boost to HB, +150 SP Level 6: 90% boost to HB, +180 SP Level 7: 100% boost to HB, +210 SP Extra Notes: HB means Happy Break by the way, in case the HB thing confuses you. This will also cut the cost of Esma greatly at higher levels. This should be maxed for all Esma Linkers. It cuts costs of the Esma spell by 3% per level of Kaina in the 70's, 5% in the 80's, and 7% in the 90's for a total of 21% reduction of SP at max level in the 70's, 35% in the 80's, and 51% in the 90's. Kaite Type: Active In-game Info: Pre-reqs: Level 1 Sage Spirit, level 1 Wizard Spirit Level 1: 6.0 seconds casting time, reflects 1 spell, lasts 1 minute Level 2: 5.5 seconds casting time, reflects 1 spell, lasts 2 minutes Level 3: 5.0 seconds casting time, reflects 1 spell, lasts 3 minutes Level 4: 4.5 seconds casting time, reflects 1 spell, lasts 4 minutes Level 5: 4.0 seconds casting time, reflects 2 spells, lasts 5 minutes Level 6: 3.5 seconds casting time, reflects 2 spells, lasts 6 minutes Level 7: 3.0 seconds casting time, reflects 2 spells, lasts 10 minutes Extra Notes: Ow. That is all I have to say. Having magic reflected back at you is not fun, and Wizards and Sages could have a hard time killing you. Not that you can kill them, but still, it's gonna be difficult for them to kill ya. Estun Type: Active In-game Info: Pre-reqs: Level 1 Sage Spirit, level 1 Wizard Spirit Level 1: 5% MATK Level 2: 10% MATK Level 3: 15% MATK Level 4: 20% MATK Level 5: 25% MATK Level 6: 30% MATK Level 7: 35% MATK Extra Notes: This skill is very weak, but is required in order to learn Esma, which is the Soul Linker's most powerful attack, and basically their only attack. This attack will stun medium dized monsters only. Large and small type monsters won't be affected by the stun, nor damage. Estin Type: Active In-game Info: Pre-reqs: Level 1 Sage Spirit, level 1 Wizard Spirit Level 1: 10% MATK Level 2: 20% MATK Level 3: 30% MATK Level 4: 40% MATK Level 5: 50% MATK Level 6: 60% MATK Level 7: 70% MATK Extra Notes: Same as Estun, except it knocks back enemies, and it is useful for inflicting damage on small type monsters. Large and medium types are not affected by the damage, but are affected by the knockback. Esma Type: Active In-game Info: Pre-reqs: Level 1 Sage Spirit, level 1 Wizard Spirit, level 7 Estun, and level 7 Estin Level 1: (40+ Base Level)% MATK x 1 attack Level 2: (40+ Base Level)% MATK x 2 attacks Level 3: (40+ Base Level)% MATK x 3 attacks Level 4: (40+ Base Level)% MATK x 4 attacks Level 5: (40+ Base Level)% MATK x 5 attacks Level 6: (40+ Base Level)% MATK x 6 attacks Level 7: (40+ Base Level)% MATK x 7 attacks Level 8: (40+ Base Level)% MATK x 8 attacks Level 9: (40+ Base Level)% MATK x 9 attacks Level 10: (40+ Base Level)% MATK x 10 attacks Extra Notes: The Soul Linker's most powerful attack. It outclasses many attacks in the game, having a very fast cast speed at all levels, and changes its elemental property, due to your Mild Wind skill. Only big problem is its pre-reqs. It's going to take a long while to get this skill maxed. ======================================================== Section VI: Skill Builds ======================================================== You always need the proper skills in order to win, and help your teammates out. Here are some good skill builds. ----------------------------- Esma Soul Linker ----------------------------- Taekwon Boy/Girl Skills Leap: Level 5 Peaceful Break: Level 6 Happy Break: Level 8 Kihop: Level 5 Mild Wind: Level 7 Flying Kick: Level 7 Tumbling: Level 1 Job change at 40 Soul Linker Skills Spirit of Sage: Level 1 Spirit of Wizard: Level 1 Estun: Level 7 Estin: Level 7 Esma: Level 10 Kaina: Level 7 Monk Spirit: Level 1 Priest Spirit: Level 1 Crusader Spirit: Level 1 Kaahi: Level 7 Kaizel: Level 1 Notes: This is the build I work with, and I personally like it a lot. It strikes hard and fast against monsters, helps keep yourself alive with Kaina and Kaizel, and works really well for MVPs. You should have 5 leftover points. What you throw those into can be just about anything you like. Kaupe, Eska, or more soul links if that's what you prefer. Depends on your stat build. This is the basic build for an Esma Soul Linker, though. If you decide you want to go job 50 instead, you can get level 10 Happy Break, level 7 Sprint, and level 7 Peaceful Break. It's not necessary by any means, though. ----------------------------- True Soul Linker ----------------------------- Taekwon Boy/Girl Skills Flying Kick: Level 7 Tumbling: Level 1 Sprint Level 7 & Peaceful Break Level 7, OR Kihop Level 5 & Mild Wind Level 7 Happy Break: Level 10 Job change at 41 Soul Linker Skills Eska: Level 3 Eswoo: Level 7 Spirit of Monk: Level 1 Spirit of Priest: Level 1 Spirit of Crusader: Level 1 Kaahi: Level 7 Kaizel: Level 1 Spirit of Alchemist: Level 1 Spirit of Blacksmith: Level 1 Spirit of Super Novice: Level 5 Spirit of Advance 1st: Level 1 Fist Master Spirit: Level 1 Soul Linker Spirit: Level 1 Sage Spirit: level 1 Wizard Spirit: Level 1 Kaite: Level 5 Assassin Spirit: Level 1 Rogue Spirit: Level 1 Bard and Dancer Spirit: Level 1 Hunter Spirit: Level 1 Knight Spirit: Level 1 Kaupe: Level 3 Eske: Level 3 Notes: This job's focus is to support the party, which is why this build has every soul link. I see this build being good for an INT/AGI build, since it has Kaupe and Eske. These skills will also be very helpful for tanking, as well as your Kaahi and Kaizel. ----------------------------- WoE Soul Linker ----------------------------- Taekwon Boy/Girl Skills Flying Kick: Level 7 Tumbling: Level 1 Happy Break: Level 5 Peaceful Break: Level 5 Kihop: Level 5 Mild Wind: Level 7 Leap: Level 5 Sprint: Level 7 for job 43, 46 for 10 Job change at 43 or 46 Monk Spirit: Level 1 Priest Spirit: Level 1 Crusader Spirit: Level 1 Kaahi: Level 7 Rogue Spirit: Level 1 Assassin Spirit: Level 1 Kaupe: Level 3 Alchemist Spirit: Level 1 Blacksmith Spirit: Level 5 Fist Master Spirit: Level 1 Soul Linker Spirit: Level 5 Kaite: Level 7 Knight Spirit: Level 1 Eske: Level 3 Sage Spirit: Level 1 Wizard Spirit: Level 5 Bard and Dancer Spirit: Level 5 Notes: This is quite a nice build for WoE. It has a maxed Blacksmith spirit to get Advanced Adrenaline Rush on everyone for some good ASPD. It has maxed Bard and Dancer spirits to allow them to operate parts of WoE that they couldn't before. The Soul Linker spirit will allow another Soul Linker with a similar build to help support people even more, and from what I'm told, they make very good emperium breakers with Kihop. To top it off, they can help the Wizards protect the Emperium much better with no gem stones for their Safety Walls. ======================================================== Section VII: Stat Builds ======================================================== With the right skill build, you also need to have a stat build in mind if you want to survive. Along with these builds, I also put what skill build they may work with at the moment. ----------------------------- Emperium Breaker Supporter ----------------------------- STR: 75 AGI: 60 VIT: 50+6 INT: 62+12 DEX: 30+12 LUK: 25 Notes: This is quite an interesting build. I've seen a number of Soul Linkers use a build like this, and has a very high critical ratio if you use a Dagger of Counter with it. This build seems to work nicely with the WoE Soul Linker build given earlier. ----------------------------- Vital Esma Linker ----------------------------- STR: 1 AGI: 9 VIT: 57+6 INT: 99+12 DEX: 75+12 LUK: 1 Notes: This is the Soul Linker a lot of people are making, as they all believe that VIT is more important that a lot of DEX. And they would be right, DEX is nowhere near as important to Soul Linkers as it is to Wizards and Sages. With only 31 DEX, I can cast Esma just as quick as a Wizard with 93 DEX and Level 7 Fire Bolt. ----------------------------- Speedy Soul Taker ----------------------------- STR: 1 AGI: 80 VIT: 1+6 INT: 99+12 DEX: 53+12 LUK: 1 Notes: This is the build I use, and I like it more than the Vital Esma Linker personally. A lot of people told me that they thought it would be a bad idea to go AGI instead of VIT. Although normally that would be true, having a Mocking Muffler and a maxed Kaupe and Kaahi allows me to take out a lot of monsters at once. ======================================================== Section VIII: Credits, Thanks, etc ======================================================== I give my greatest thanks to the people in Korea who made this game and this FAQ possible. I give thanks to my friend Tetsuya-San, and Jynkins. I also give thanks to some other peeps like my friends Aket, Tulip, and mochii. If you have any questions or comments at all, let me know through e-mail if you need to know further things about Soul Linkers. You can contact me through [email protected]. Please put in the subject box "Soul Linker" or else I may not likely read it. Or, if you like, you can contact me in-game on the Loki server as Ryock, Yakra, Marutei Kasunara, or Ryoshi Tensuma. Again, Game Server: Loki Characters: Ryock/Yakra/Ryoshi Tensuma/Marutei Kasunara E-mail: [email protected] MSN: [email protected] Please, let me know if this is seen anywhere else besides Gamefaqs.com, as that would be illegal, and I would like to be informed of this. This FAQ is for personal use.