Monks

Guild Basics

Smooth Shifting

When used in combos, some monk attacks naturally flow from one to the other. These seamless transitions are called smooth shifts. An attack following a smooth shift will generally be faster, more stable, require less mental, and more likely to result in multiple hits. Obviously this is very useful in combat. Training the Combo skill at the monestary can also improve shifting.

Here's a list of how attacks shift when strung together in a combo. The table is read starting from the first attack's row, across to the column of the second attack. For instance, Fistpunch to Openhand (oh) is smooth, but Openhand to Fistpunch (fp) is not.

Shift to → fp bh fk oh sk bk lk uc ak dk
Fistpunch smooth smooth - smooth - - - smooth - -
Backhand - - - smooth - - - smooth - -
Frontkick - - - - - smooth - - - -
Openhand - - - - - - - - - -
Sidekick - - smooth - smooth smooth smooth - - -
Backkick - - smooth - smooth - - - - -
Lowkick - - - - - smooth smooth smooth - -
Uppercut - - smooth smooth - - smooth - - -
Airkick - - - - - - - - - -
Doublekick - - - - - - - - - -

Special Attacks

Sometimes a special attack will occur after a smooth shift during a combo. Greater dexterity will increase the chance. Special attacks are related to the attack that caused them.

Monk Attacks

These attacks are the bread and butter of any monk. They work best when strung together as combos (eg. combo fp sk fk), and work regardless of alignment.

Name Level Description
Fistpunch
(fp)
1 Basic punch, very fast, low cost.
Smooth shifts into fistpunch, backhand, openhand, uppercut.
Hits: mostly chest, also head, neck, waist, arms.
Backhand
(bh)
4 Punch, very fast, low cost.
Good for stunning or disabling. Smooth shifts into openhand, uppercut.
Hits: mostly head, also chest, back, arms.
Focus
(fo)
5 Stance to regain balance and improve likeliness of smooth shifting. Must be able to attack freely.
Frontkick
(fk)
6 Powerful basic kick, not fast, medium cost.
Frontkick is powerful, but can be hard to get multiple attacks without comboing into it as a smooth shift. Smooth shifts into backkick.
Hits: chest and waist.
Openhand
(oh)
7 Punch with high damage, very slow, low cost.
Requires an empty hand. Good at bypassing chest armour. Hard to get multiple attacks without comboing . No smooth shifts.
Hits: chest, head.
Sidekick
(sk)
10 Kick with medium damage, fast, medium cost.
Sidekick fits well into most combos, has many smooth shifts, and can easily get multiple attacks. Great for stunning and disabling. Smooth shifts into frontkick, sidekick, backkick, lowkick.
Hits: mostly arms, also head, waist, legs.
Backkick
(bk)
11 Kick with high damage, rather slow, medium cost.
Only used when fighting multiple opponents, and will target a foe you're not directly fighting. Good damage and a high probability of stunning the opponent. Smooth shifts into frontkick, sidekick.
Hits: mostly head, also chest, arms.
Lowkick
(lk)
12 Kick with medium damage, very slow, low cost.
Very effective since opponents rarely have leg armour. Good at sending opponents off-guard. Smooth shifts into backkick, lowkick, uppercut.
Hits: legs.
Uppercut
(uc)
13 Punch with fair damage, single attack, high cost.
Good at stunning an opponent. Smooth shifts into frontkick, openhand, lowkick.
Hits: mostly head, also neck.
Spinkick
(sp)
14 Kick with good damage, medium speed, high cost.
Damage all opponents with high chance to stun. This attack cannot be used in a combo.
Hits: mostly arms, also head, neck, back, waist.
Sanhe
(sh)
15 Stance to regain balance and increase defense. Must be able to attack freely.
Airkick
(ak)
16 Aerial kick with high damage, slow, high cost.
Airkick can has a good chance to stun or stagger. Maximum damage potential, but high variability in damage. Easy for foes to disrupt. No smooth shifts into or out of this attack. Must be able to attack freely.
Hits: head, chest.
Tornadokick
(tk)
17 Multiple kicks with good damage, lasts several rounds, high cost.
Kicks can potentially target any opponents in the room. Defense is increased slightly. This attack cannot be used in a combo, and never stuns, disables, or staggers. Must be able to attack freely and postive alignment.
Hits: whole body.
Doublekick
(dk)
18 Aerial kick with high damage, slow, high cost.
Best used when fighting multiple opponents, like Airkick, but deals one kick to a foe and then a lesser kick another foe and has a good chance to stun or stagger. Against one opponent delives one strong and then a slightly weaker kick. No smooth shifts. Must be able to attack freely.
Hits: head, chest.
Kongjin
(kj)
19 Stance to increase the power of subsequent combo attacks. High mental cost, but can allow fistpunches to smash and massacre. Must be able to attack freely.

Mantras

Mantras are prayers and, because Crom is a good-aligned god, chanting most mantras require the monk to have a positive alignment.

Name Level Description
Brownwing 1 Summons an eagle companion. Only ability is to eat corpses.
Nightvision 2 Allows monk to see in darkness. Fairly long duration.
Forcefield 3 Additional protection in battle. Fairly long duration. Automatically improves at level 10.
Greywing 4 Summons an eagle companion. Can carry equipment in addition to brownwing abilities. Training the eagle skill allows eagles to carry more.
Whitewing 15 Summons an eagle companion. Fights alongside the monk, in addition to greywing abilities. Carrying capacity is considerably less than a greywing.
Enlighten 17 Causes enemy to hit themselves for several rounds, but the monk can't attack during this time. Great vs tough opponents when partying. Effectiveness depends on the distance between the monk and foe's alignment. Very high mental cost.
Bane 19 Unleashes an immediate barrage of attacks based on opponent's alignment. High mental cost.

Monk Damage Descriptions

Here's the list of damage descriptions used for monk attacks.

  1. fail to hit
  2. graze
  3. slightly injure
  4. painfully hammer
  5. brutally bash
  6. mercilessly smash
  7. awfully massacre
  8. totally annihilate
  9. devastatingly decimate

Titles

Monks have some pretty interesting titles. There are no special or unique titles, unlike some other guilds.

Level Male Title Female Title
1 War Monk Monestary Gardener War Nun Monestary Gardener
2 War Monk Order Apprentice War Monk Order Apparentice
3 War Monk Order Initiate War Monk Order Initiate
4 Holder of the White Belt Holder of the White Belt
5 Holder of the Yellow Belt Holder of the Yellow Belt
6 Holder of the Green Belt Holder of the Green Belt
7 Holder of the Blue Belt Holder of the Blue Belt
8 Holder of the Brown Belt Holder of the Brown Belt
9 Holder of the Red Belt Holder of the Red Belt
10 Holder of the Black Belt Holder of the Black Belt
11 Holder of the First Dan Holder of the First Dan
12 Holder of the Second Dan Holder of the Second Dan
13 Holder of the Third Dan Holder of the Third Dan
14 Holder of the Fourth Dan Holder of the Fourth Dan
15 Holder of the Fifth Dan Holder of the Fifth Dan
16 High Member of the War Monk Order High Member of the War Monk Order
17 Leader of Zothen's War Monk Order Leader of Zothen's War Monk Order
18 War Monk Master of the Martial Arts War Nun Mistress of the Martial Arts
19 Abbot of the War Monk Order Mother Superior of the War Monk Order