From Istaria Lexica
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.
[Updated 2021-07-05] The Monk school has specific chained abilities that are unlocked after using the offensive Combat Trance or defensive One with the Wind abilities. The combination of abilities when used in a specific order can be devastating, and its very quick recycle time (5 seconds for most abilities) provides a continuous barrage of high damage attacks or high defensive capabilities. When used offensively, their damage output and speed of attack quite often overwhelm an opponent before they can inflict substantial damage on the Monk.
[Legacy comment] 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.
Each set of abilities comes in three types - an Opener, a Followup, and a Closer. The Followup ability cannot be used unless the Opener is successful, and likewise the Closer ability cannot be used unless the Followup is successful.
A successful hit with an Opener ability automatically applies a combo opener effect which gives the Monk 5 seconds to land a Followup attack. Likewise the successful Followup attacks apply another combo opener effect which again gives the Monk 5 seconds to land a Closer attack. Monks are thus able to alternate between different Openers, Followups and Closers to suit their playing style.
To make the best use of the Combat Trance abilities the Monk must (not surprisingly) hit their target! The Unarmed skill is most important for this, and at high levels including a set of teched Jewelry, Armor and handwraps is essential.
One with the Wind
The One with the Wind defensive ability unlocks specific abilities again depending on the level of the Monk. Each set of abilities is designed to heal the Monk, stun their opponent, and inflict high levels of damage when avoiding incoming attacks. One with the Wind abilities are not connected to other abilities (unlike Combat Trance above) and can be used at any time and in any order.
/lvl - gain each level
100 - maximum at level 100
P - is primary skill? (crafting schools only)
Skill points gained
Attribute points gained
Trainers and requirements
- Name = The name of the ability
- L = The level the ability is earned at this school
- M = Is it masterable?
Name: Intuition I, Ki Strike I, Neutral Stance, Mind Over Body I, Stunning Blow I, Ki Strike II, Combat Trance I, Intuition II, One with the Wind I, Gift Slots: Two, Ki Strike III, Stunning Blow II, Cripple I, Intuition III, Flow Like Water, Combat Trance II, Gift Slots: Three, One with the Wind II, Ki Strike IV, Mind Over Body II, Stunning Blow III, Intuition IV, Iron Body, Gift Slots: Four, Cripple II, Stunning Blow IV, Ki Strike V, Intuition V, Dexterity Boost III, Combat Trance III, One with the Wind III, Stunning Blow V, Gift Slots: Five, Intuition VI, Dodge, Unarmed Mastery 01, Evasion Boost I, Combat Stance: Offensive, Foresight, Unarmed Mastery 02, Critical Strike I, Evasive Style I, Dexterity Boost I, Combat Stance: Attuned, Coordinated Strike I, Unarmed Mastery 03, Combat Stance: Focused, Unarmed Mastery 04, Coordinated Strike II, Unarmed Mastery 05, Unarmed Mastery 06, Critical Strike II, Detoxify Self, Coordinated Strike III, Evasive Style II, Special Attack Adept, Unarmed Mastery 07, Unarmed Mastery 08, Coordinated Strike IV, Melee Flurry I, Unarmed Mastery 09, Unarmed Mastery 10, Critical Strike III, Dexterity Boost II, Coordinated Strike V, Unarmed Mastery 11, Unarmed Mastery 12, Coordinated Strike VI, Group Evasion Aura, Special Attack Expert, Unarmed Mastery 13, Melee Flurry II, Unarmed Mastery 14, Critical Strike IV, Evasive Style III, Coordinated Strike VII, Unarmed Mastery 15, Unarmed Mastery 16, Coordinated Strike VIII, Unarmed Mastery 17, Unarmed Mastery 18, Critical Strike V, Coordinated Strike IX, Melee Flurry III, Special Attack Master, Unarmed Mastery 19, Unarmed Mastery 20, Coordinated Strike X, Evasive Style IV (L: 1, 1, 5, 8, 16, 18, 20, 20, 20, 25, 34, 36, 38, 40, 44, 50, 50, 50, 54, 56, 56, 60, 70, 75, 76, 76, 78, 80, 87, 90, 90, 96, 100, 100, 1, 1, 2, 3, 5, 5, 6, 6, 7, 8, 10, 10, 15, 15, 18, 20, 25, 26, 27, 28, 28, 30, 30, 35, 38, 40, 40, 45, 46, 47, 48, 50, 55, 58, 58, 60, 60, 64, 65, 66, 66, 68, 70, 75, 78, 80, 85, 86, 88, 88, 90, 90, 95, 98, 98, M: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X)
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||Token of Gratitude|
Dark Leather Strip
Title: Eye of the Tiger
Title Bonus: Strength II
Title Bonus: Unarmed I
|Grandmaster Trial: Are you sure you want to continue?||Hasera Steelclaw||Errand||100|
|Monk: Ahnna's Shipment||Ahnna Borai||Crafting||100|
|Monk: Preparation||Hasera Steelclaw||Adventure||100|
|Monk: Preparing to Prepare||Hasera Steelclaw||Errand||100|
|Monk: Proof of Skill||Hasera Steelclaw||Adventure||100|
|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||Coin of Discipline|
|Monk: Trial of Mind||Khenet||Adventure||100||Coin of Peace|
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.