Monk
Introduction
Monks are the zen masters of unarmed combat and control of their environment through mental discipline. A monk's combat strategy is to land multiple blows quickly rather than huge amounts of damage with each blow, disabling their opponents with Rage based special attacks. Their defense style is all about dodging and controlling their opponents rather than absorbing large amounts of damage. They can shift their aspects from stance to stance, giving them abilities from the monsters that their stances mimic.
Players can begin their first step into monkhood by talking to the Ironfist Recruiter in the University.
Monk Skills
Monk Weapon Skills
Unarmed Combat
- Damage Type: Bludgeoning (with brass knuckles or fists), Slashing (with neko de) or Piercing (with katars)
- Stat Dependent Damage Optimisation: 50% str / 50% dex
- Special Rage Attacks: Sleeping Fist, Throat Strike, Quivering Palm
In general, unarmed weapons are very fast, and tend to inflict more critical hits. Also, when a character is totally 'unarmed' (i.e., equipped with only unarmed type armour and using either bare fists or an unarmed type weapon), having a higher unarmed combat skill will result in an improvement in your ability to both attack and defend.
Armour Monks cannot wear any light, medium or heavy armour pieces without a penalty to their defense, and some monk abilities cannot be used while equipping anything other than "unarmoured" equipment such as robes or gi. Wearing gloves count as unarmoured weapons or armour depending on the Item_Enchantments.
Sanctity
Monks have one skill pertaining to the use of magic, Sanctity. This skill can be divided into two parts: Aspects and spells. Aspects are passive stances that act in the background to buff monks with different abilities when they melee. Some spells like seize or mirror images can be used immediately in combat, while utility spells require a few seconds of meditation before the effect kicks in. Taking damage while meditating will interrupt the spell and it's effects.
circle | spell name | runic incantation | description |
0 | reset aspect | Sanct Rel 0 | Removes current aspect |
1 | sense | Sanct Wis | Endows x-ray vision |
2 | aspect of the hydra | Sanct Rel I | Imbues monk to channel lightning, casting Ort Grav with melee attacks. |
heal | Sanct Mani | Heals 60% of the monk's max HP while meditating. | |
3 | cleanse | SN | Curses poison, disease, & blindness |
4 | aspect of the drake | Sanct Rel II | Imbues monk to channel fire, casting Vas Flam with melee attacks. |
teleport | Sanct Por | Transports monk a short distance away in the direction the monk is facing. | |
5 | stoneform | Sanct Ylem | Transforms monk into an invulnerable statue while meditating and cures bleeding. |
6 | aspect of the yeti | Sanct Rel III | Imbues monk to channel cold, inflicting cold status and damage which slows down targets movements and attack. |
levitate | SYU | Allows monk to float off the ground | |
7 | sieze | Sanct Rel Xen | Hamstrings and snares target from a distance bringing it into melee range. |
8 | aspect of the snake | Sanct Rel IV | Imbues monk to channel poison ignoring protection against poison effects in PVP. |
astral travel | Sanct Ort Por | Monk's spirit leaves his body so as to explore unseen | |
9 | mirror images | Sanct Xen Quas | Creates 2 identical images that distract enemies |
10 | aspect of the turtle | Sanct Rel V | Increases mental and physical resistance, gaining +20 def and +120 MR |
phase shift | Sanct Rel Ylem | Endows magical immunity and increased dodge ability (must be in UA armor) |
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