Difference between revisions of "Monk"
From Istaria Lexica
m (update for class wikitable)
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| [[Unarmed Mastery]]
| [[Unarmed Mastery]] *
Revision as of 18:24, 13 September 2019
Monks are those who choose to set aside melee weapons for the purity of form to be found in unarmed combat. For a monk, the body is a weapon, and they can deal as much damage as any warrior. Monks rigorous training also gives them great mastery over their bodies allowing them mentally command their bodies to heal themselves or protect them from harm.
They are one of the basic adventure professions. Monks are well known for their abilities in Unarmed combat. Monks excel at one-on-one combat due to their abilities in melee. They have no area of effect spells or abilities however so struggle against multiple mobs.
At the time of writing of this article (2008-08-17) it is generally accepted that the basic Monk class suffers at higher levels because of their reliance on Evasion. The current level cap of 100 means the max base Evasion possible for a Monk is 1,000 points. When battling 100+ mobs, this max Evasion is easily overcome by their attack strength, rendering Evasion useless.
Monks rely on the Unarmed skill as their primary source of damage.
- Spend a portion (50% suggested) of your Training Points on Unarmed
- The way biped armor works, you won't be able to fill every tech slot with Unarmed skill. So, tech Unarmed wherever possible - the next stat that you want to go for is either Strength or Dexterity if you want more offense. Dex will increase your unarmed skill as well as some evasion, whereas Strength gives you more damage than Dex, but no additional evasion.
- For more surviving, get some Health (training points or techs), Armor (only techs), or Evasion (Put points into Dex or Evasion, or acquire Dexterity techs on your armor)
- Level a craft school that gets a lot of Strength, such as Fitter.
Skills and stats
Trainers and requirements
Abilities gained by level
Abilities gained by quests
|Ability (* = Masterable)||Level Earned|
|Armor of the Watcher*||?|
Spells, weapons and armor
Spells and weapons shown below may be useable as Monk.
However, you may lack the skill requirements on certain spells unless another school you've played delivers it.
- A Warrior does not gain the Life skill.
Any of the healing spells are based on life, so he is not able to use them on his own.
- A Cleric gets the Life skill.
If you did some levels as a Cleric and gained the appropriate minimum skill for a life based spell, you are able to cast it. Since Warrior is allowed to use some of the healing spells, too, you are able to cast them whenever you met the skill requirements.
|Quest name||Starts with||Type||Level||Rewards|
|Epic: Way of the Dark Tiger||Hasera Steelclaw||Adventure||100||Dark Leather Strip|
Token of Gratitude
Title: Eye of the Tiger
|Gradnmaster Trial: Are you sure you want to continue?||Hasera Steelclaw||Errand||100|
|Monk: Ahnna's Shipment||Ahnna Borai||Crafting||100|
|Monk: Initiate's First Test||Hasera Steelclaw||Adventure||1|
|Monk: Learn the Disciplines||Hasera Steelclaw||Errand||20||Medallion of the Disciplines|
|Monk: Preparation||Hasera Steelclaw||Adventure||100|
|Monk: Preparing to Prepare||Hasera Steelclaw||Errand||100|
|Monk: Proof of Skill||Hasera Steelclaw||Adventure||100|
|Monk: Prove Your Dedication||Hasera Steelclaw||Adventure||10||Monk's Edge|
|Monk: Special Blends||Ahnna Borai||Crafting||100|
|Monk: The Apprentice's Trial||Hasera Steelclaw||Adventure||30||Apprentice's Yellow Sash|
|Monk: The Expert's Trial||Hasera Steelclaw||Adventure||70||Expert's Blue-Tipped Sash|
|Monk: The Final Trial||Hasera Steelclaw||Adventure||100||Grandmaster's Black Sash|
|Monk: The Grandmaster's Trial||Hasera Steelclaw||Errand||100|
|Monk: The Initiate's Trial||Hasera Steelclaw||Adventure||20||Initiate's White Sash|
|Monk: The Journeyman's Trial||Hasera Steelclaw||Adventure||50||Journeyman's Green-Tipped Sash|
|Monk: The Master's Trial||Hasera Steelclaw||Adventure||90||Master's Red-Tipped Sash|
|Monk: Trial of Discipline||Azrak||Errand||100|
|Monk: Trial of Mind||Khenet||Adventure||100|
Experience required per level
Total Experience needed to reach level 100 is 35,657,500. Prestige schools starting at a higher level than level 1 need less.
Example: Ranger starts at level 20. So it only needs 35,528,400 exp to reach 100. The 139,100 exp needed to reach level 20 are ignored.
Your character's rating is the mathematical sum of all your adventure schools.
|Original material from istaria.wikia.com by StalePopcorn -- licensed under the CC-BY-SA 3.0.|
|Armor Use||10 +|
|Armor Usemax||1,000 +|
|Magic Evasion||8 +|
|Magic Evasionmax||800 +|