Monk (class)

Monk
Classification
AlignmentNeutral
Starting CityDuiran
GuildSentaari
Basics
Attacksphys - bal - str
Armorleather
Weaponsunarmed
Skillsets
Tekura
Kaido
Telepathy

This is a page about the mechanics of Monk. If you are looking for origin, history, roleplay, or any other lore-related topic, see: MonkIcon.png[Monk (lore)].

Overview



A new Monk is advised to use the typical statpack, though they may change to something else later. Everyone receives one free reincarnation upon leaving novicehood (level 31), and if that is used up, another one upon reaching Tekal (level 99). It is common for people to keep an early statpack until reaching level 100.

Skills

Tekura provides attacks suitable for targeting each limb, special types of "guards", and stances that manipulate the raw limb damage, guard proc chance, and more. Notably, it also provides them with their throwing attacks, of which Backbreaker (BBT) forms their common instakill.
Kaido is powered by the resource kai, an inner spiritual force. This skillset provides most of the Monk's defenses, including  [Numbness] and  [Transmute], providing them with considerable tankiness at the cost of slowing their offense slightly or using mana. Some of the most important skills in Kaido allow a Monk to break all four of a victim's limbs at once, or even set up a dangerous field of energy that will immediately kill anyone who strikes them.
Telepathy is both a ranged and melee utility skillset. It allows Monks to cripple opponents with multiple afflictions at once (via  [Batter] or  [Terror]), strip defenses, move them to the Monk's location, and more. Telepathy also features  [Blank], a passive debuff that provides a high chance to conceal which limb the Monk attacks.

Defences

  • Skill Ability:

Maintaining your defenses is an important part of staying alive in Aetolia! You should be using these in conjunction with your generic, non-class-specific, defences.
Firstaid Defences: blindness, deafness, fangbarrier, insomnia, levitation, waterbreathing (as needed), instawake, arcane, speed, vigor (while hunting)

  • Firstaid can also maintain a handful of combat-only defenses: density, rebounding, harmony

Other Defences: tattoos, allsight and waterwalking enchantments, nightsight, deathsight, thirdeye, clarity, and dodge or divert, as well as any ylem mist orbs

Equipment

Weaponry:
Armor:
Enchantments:

  1. a jewelry item with a waterwalking enchantment (unless you have a zephyr artifact)
  2. a jewelry item with an allsight enchantment (replaces mindseye tattoo)
  3. a jewelry item with a purity enchantment
  4. a jewelry item with all four of magic, fire, cold, and electric resistance enchantments
  5. a fist sigil attached to each wielded item
  6. a handful of eye sigils and a weaponbelt, for combat against others

Recommended Tattoos:

  1. Boar
  2. Moss
  3. Moon
  4. Shield
  5. Tree
  6. Cloak

Additional Tattoos for Hunting: Consider a starburst, mountain, or book tattoo while hunting.
Additional Tattoos for Combat: Consider a starburst, crystal, or flame tattoo to help in combat against others.


Hunting

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Core Offense

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Group Combat

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Enorian Duiran Bloodloch Spinesreach Neutral*
 [Akkari]  [Templar]  [Monk]*  [Shaman]  [Bloodborn]  [Praenomen]  [Alchemist]  [Infiltrator]*  [Bard]
 [Ascendril]  [Tidesage]  [Oneiromancer]  [Voidseer]  [Carnifex]  [Ravager]  [Archivist]  [Revenant]  [Predator]
 [Luminary]  [Zealot]  [Runecarver]  [Warden]  [Earthcaller]  [Teradrim]  [Executor]  [Sciomancer]  [Shapeshifter]
 [Sentinel]  [Indorani]  [Wayfarer]
* is tether-neutral