Monk Abilities

Monk Class & Special Abilities

Although a monk is often a close combat specialiast, and also an unarmed warrior, monks can also use weapons (with maximum of one specialisation) and spells: limited to non-healing priest spells of Tier I and II. Monks have some of the best movement and attack speed of all the classes, and the best defences against movement debuffs and mind magics. There is only one base monk class, with hybrid specialisations at level 1: Corrupted/Holy-Master (Monk and Priest), Mentat (Monk and Mage), Weapon-Master (Monk and Warrior), and Zen-Master (Monk and Rogue). There is also a final solo Monk specialisation for level 60 – the Immaculate, focusing purely on unarmed combat, gaining two of the six principle martial styles, and a high level of Mental defence.

Monk​

  • Can use any active combat ability from Rogue or Warrior of Tier I and II
  • Can use any Priest Buff
  • Can use any passive ability from Priest, Rogue, or Warrior
  • Can use any of the Monk abilities below
  • Can pick a martial art from the list below
  • Must be a disciple of one of the five principle monasteries, and adhere to its tenets​
    (The Immaculate, Silent Retreat, Golden Eye, Implacable Mind, and Dancing Feather)

Jud Bakka
A striking style using power with fists and kicks, close combat only. At higher levels can specialise in one bladed weapon.

Senaire
A striking style using leaps, spinning kicks and airborne defences – can apply some limited range push and wind attacks at high level, specialises in staff and polearm weapons.

Sui Opatt
A combination style using striking and grappling, at high level can use earth techniques to gain stuns and immobilisations.

Kresatt
Ignite the hands on fire and use strikes to burn and blind opponents, uses fire-shield and flame-strike at higher levels.

Ilopili
An unarmed animal style that mimics one of the five principle beast races – Asura, Lupus, Orc, Taurus, and Vanar. Each style requires starting with that race or half-breed of that race. Bonus health, and can transform into Deva at higher levels.

Duis Vann
A highly defensive dual-wielding style using short-swords, twin katana, sai, or hook-sword. At higher levels gains the Weapon-Master Specialisation with bonus passive abilities with added lighting damage.

Rogue Active Tier I

Feint Debuff Reduces Accuracy and Dodge in an opponent by 20/35/50% for 2/3/4 rounds, causes no damage, uses one attack, requires mental failure check from opponent

Find Traps (Mana) 20/40/60% Chance to Find Traps and Hidden Objects / Doors / Secret Passages, plus 1% per 5 Intellect, no other action possible while find traps is active

Acrobatics (Fall, Leap, Evade) Level I Fall: Reduces Fall Damage by 90/60/30% per height. 3-9m: 50 Damage per meter, 10-19m: 100 Damage per metre, 20-30m: 200 Damage per metre. Level II Leap: as per Leap skill, Level III Evade: 25% chance to evade area of affect damage or spells such as chain lightning, +1% chance per 10 Agility, and 1% per 10 Luck, reduced by % of Ability of Mage / Trap, reduces critical damage from such spells by same percentage, Level 4 Adds Mental Attacks to the same list

(incomplete)

Precision Strike (Backstab) 3 Categories, Unaware, Flanked and Aware:

Critical Multiplier and CHC from Stealth or Fade
Level 1-20 x2
Level 21-40 x3
Level 41-60 x4
Level 61-80 x5
Level 81-100 x6
CHC +10/20/30/40% per Ability Level, Stacks stacks with other CHC (no CHC Cap),

Critical Multiplier and CHC from Flank or Rear
Level 1-20 x2
Level 21-40 x2.5
Level 41-60 x3
Level 61-80 x3.5
Level 81-100 x4
CHC +5/10/15/20% per Ability Level, Stacks stacks with other CHC (50% CHC Cap)

Critical Multiplier and CHC from Normal Combat
Level 1-20 x2
Level 21-40 x2
Level 41-60 x2.5
Level 61-80 x2.5
Level 81-100 x3
CHC +3/6/9/12% per Ability Level, Stacks stacks with other CHC (50% CHC Cap)

Certain creatures such as undead and fae, due to heightened senses are difficult to critical hit: Multipliers are typically reduced by .25, .5, 1 or greater depending on age and awareness of such beings.

Despite being a Passive ability, when it procs, Precision Strike Uses 25 Mana and 25 Stamina per Strike per Level (max 150), Level 4: Reduce Critical Hit Resistance by 25/20/15% (unaware, flanked, aware)

Passive Tier I

Bargain Gain better prices for both legal and illegal goods, 5/10/15% +1% per 10 Intellect or Charisma (whichever is higher)

Weapon Specialisation (max level 2) +10 skill points per level, plus 1 special ability per level, can choose one only

Lockpicking Pick locks based on agility, quality of tools and level of lock, +20/40/60% Bonus to Base Chance

Climbing +20/40/60% Bonus to Base Chance, increases the chance of scaling normally impossible surfaces, with bonuses if equipment is above average

Accuracy +10/20/30% accuracy for all weapons

Danger Sense +20/40/60% Bonus chance to sense impending surprise attacks (from Fade or otherswise) and natural disasters, +1% per 10 Perception skill

Active Tier II

Crippling Strike Does -50% of normal damage, Removes 5/10/15% of agility or strength per strike, and 5/10/15% accuracy from antagonist, requires constitution failure check, -10/20/30% chance per level of ability, duration 10/20/30 rounds, uses 250 stamina and mana, can be used with bows, stacks up to 5 times

Concoct Poison Requires 50 in Herb Lore, coats Level 1/2/3 Poison, does damage or debuff based on ingredients used (see Poisons Table)

Smoke / Poison Bomb Craft Poison or Smoke Potion, requires minimum 50 in Herb Lore and Alchemy skills, Damage bases on Level of Poison (see Poisons Table)

Set Trap Poison, Fire, Electrical, Frost Trap, 200/400/600 Damage plus 1% per point Intellect, with 10/20/30% chance of secondary effect: debuff, Dot, stun, slow, lasts until triggered, 1/2/3m radius, Requires 50 Herb Lore, 50 Construct Device and 50 Spellcraft, uses staff crystals which must be bought or stolen

Fade (Automatic) Ability to fade from sight, 50/75/100%, and become partly corporeal within the astral realm: if the conditions are correct – shadows, minimal lighting, camouflage terrain, and antagonist doesn’t have extra senses (sight, smell, astral), and minimal aggro from antagonist, duration unlimited but uses mana +10% mana per minute per condition: excellent, good, average, poor, terrible – plus 1% reduction of mana use per 10 Intellect. Can be pulled from the fade via bright light, breach, dispel magic, purge, or sudden damage: 10% chance per 5% of health total (fireball for example), 20/40/60% chance to resist interrupt. Move Silently and Hide in Shadows Skills greatly increase the success chance of being undetected, likewise increasing the chance for a critical backstab
Placate Actively reduces aggro 20/40/60% plus 1% per 5 Charisma, from whoever the rogue wishes – running from the scene of the crime, last attacker, or current argument

Passive Tier II

Athlete +5/10/15% stamina bonus and 20/35/50% bonus renewal rate

Fleetness +5/10/20% movement speed

Willpower +5/10/15% mental resistance

Snake-Blood +5/10/15% poison and disease resistance

Dual Wield -25/15/5% Accuracy -15/10/5% Damage, two weapons doubles the potential number of blows: requires 25/50/75 agility at each level

Armour Specialisation +10 skill points per level, plus 1 special ability per level

Obscure Automatically reduces aggro by 15/30/45%, +1% per 10 Intellect, requires mental resistance check from antagonist if aggro already exists, gives high chances to be ignored when combined with Placate and followed by Fade

Active Tier III

Disguise Uses mana to subtly alter features (race and sex usually remain the same) so that protagonist become unrecognizable to others, 20/40/60% success rate +1% per 5 Intellect, lasts 24 hours per 10% Mana Reserved

Item Identify (requires 50 Intellect) Uses 100-1000 Mana depending on item quality in question – allows the rogue the best chance of thieving or looting high level items – requires Intellect / Lore Check to succeed

Concoct Antidote Ability to craft antidotes to poisons, success based on herb skill and available ingredients

Poison Blade (Mana) Adds 100/200/300 damage per second over 3 seconds, plus one second per 10 Intellect, requires level 1 / 2 / 3 poison ingredients respectively, 25 / 50 / 75 Herb skill respectively, 100/200/300 mana per use

Burst of Speed Adds 20/30/40% Movement Speed for 3-13 seconds +1% per Luck (Movement Speed also increases Attack Speed and Dodge Chance by 50%), 30 second cooldown from commencement, 200/400/600 Stamina, Level 4: +20 Luck and -20% Aggro for the duration

Fake Death 40/60/80% chance, A successful Intellect check vs Rogues combined Charisma and Level will negate all aggro, believing him or her to be dead. At Level 4 becomes a very real suspended animation where all life signs are flatlined for the duration: 10/20/30 minutes per level plus 1 minute per 4 Constitution

Cascade (Blue or Red) Builds Accuracy and Damage by 1/3/5% per successful strike (max 50%), OR reduces antagonists by the same amount (one option must be picked at the beginning of each Cascade), one target only, if target is changed then Cascade resets, uses 100/50/25 Stamina per round, lasts while Stamina lasts, Level 4: Converted to More Damage

Passive Tier III

Conman (automatic) Can convince of others of fake identity, false quests, looking the other way etc, and any number of other social interactions that require deceit, +60% bonus to base chance, +1% per Intellect and Level vs Target

Toughness 5/10/15/20% Health Bonus

Spell Power 5/10/15/20% Mana Bonus

Expose Weakness adds 30/60/90% duration for all secondary effects – stun, slow, bleeding, deep wounds, broken bones, poison, burn, freeze, electrocute – can only be applied by a weapon or shield melee attack

Melee Critical Due to long training in studying weak spots for the specific weapon specialisation, All successful melee strikes have cumulative +2% increase of gaining a critical hit on the same opponent, requires weapon specialisation (level 2), resets with each new opponent

Gang of Thieves (Aura) +1/2/3/5% to Criticial Hit Chance (can exceed Cap) and 10/15/20/25% to Fade effectiveness and duration, +10 to All Rogue Skills, +1/2/5 to Luck per rogue member in the band, -1/2/5 Luck for every non-rogue in the band (maximum 25, minimum 0 for the group), Level 4: Removes non-rogue penalty

Isserad’s Luck (Aura) Gambling +10/20/30, Gain 5% chance of finding unique treasure (including information), plus 10/20/30% increase to all wealth found, must be prepared to Gamble – see Rogue Status Effects

Rogue Specialist Aura
Leech Life Cascade: (dual wiled only) With each attack of the weapons the rogue leeches 1/1.5/2% cumulative damage per second per successful hit that round, resets at the end of each round, 100 Mana per hit, 100 Stamina per Successful hit, Level 4: Affects Undead and bypasses most Life Leech Resistance, Reserves 15% Mana in addition to the Mana per strike, Requires 90 Agility , Dual Wield 3, Cascade 3, and 80 Lore

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