Difference between revisions of "Monks"
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(Head North x4, and then East) | (Head North x4, and then East) | ||
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+ | ====Special Abilities==== | ||
+ | |||
+ | These are commands that unlock as you raise your monk guild level | ||
+ | |||
+ | {|class="wikitable sortable" | ||
+ | !Command | ||
+ | !Effect | ||
+ | !Duration | ||
+ | !Cool Down | ||
+ | !Guild Level | ||
+ | |- | ||
+ | |strike spectral | ||
+ | |wc = 20 + spirit * 8 | ||
+ | |3s | ||
+ | |9s | ||
+ | |1 | ||
+ | |- | ||
+ | |strike disarm | ||
+ | |Chance to disarm your foe if they are wielding a weapon. This is a contest of strength, and mind. The chance is target strength skill - (attacker mind + attacker strength). And that is skill, not carry weight | ||
+ | |3s | ||
+ | |10s | ||
+ | |3 | ||
+ | |- | ||
+ | |strike paralyze | ||
+ | |Paralyzes the target, with the same save/resistance as the paralysis spell. Mind skill increases potency. | ||
+ | |3s | ||
+ | |10s | ||
+ | |3 | ||
+ | |- | ||
+ | |commune | ||
+ | |Become transparent as your body partially shifts to another plane, reducing most incoming damage, and also reducing your ability to strike foes in the physical plane. Spirit travel reduces damage further, and increases the chance that your attacks land. Beware though, while in this other plane spectral (magic) damage is dramatically increased. You lose a significant amount of spectral resist, and gain significant spectral vulnerability. | ||
+ | |10 seconds + .5 seconds per spirit | ||
+ | |5 mins | ||
+ | |5 | ||
+ | |- | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |- | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | | | ||
+ | |} | ||
==== Other ==== | ==== Other ==== |
Revision as of 00:59, 7 May 2024
Contents
Description
Monks are martial artists and masters of Mind and Spirit magic.
Prerequisites
- 20,000 gold
- Level 10
- Solved the Mist Temple quest.
- Must not be a Vampire.
Restrictions
- Only wear cloth
Location
The Monk Guild can be found in the desert of Bandar Gaah. From the first area in Bandar Gaah, head North through the gatehouse, North along the river, North past the Dust Devils, and then take a right and head East at the Giant Scorpions.
(Head North x4, and then East)
Special Abilities
These are commands that unlock as you raise your monk guild level
Command | Effect | Duration | Cool Down | Guild Level |
---|---|---|---|---|
strike spectral | wc = 20 + spirit * 8 | 3s | 9s | 1 |
strike disarm | Chance to disarm your foe if they are wielding a weapon. This is a contest of strength, and mind. The chance is target strength skill - (attacker mind + attacker strength). And that is skill, not carry weight | 3s | 10s | 3 |
strike paralyze | Paralyzes the target, with the same save/resistance as the paralysis spell. Mind skill increases potency. | 3s | 10s | 3 |
commune | Become transparent as your body partially shifts to another plane, reducing most incoming damage, and also reducing your ability to strike foes in the physical plane. Spirit travel reduces damage further, and increases the chance that your attacks land. Beware though, while in this other plane spectral (magic) damage is dramatically increased. You lose a significant amount of spectral resist, and gain significant spectral vulnerability. | 10 seconds + .5 seconds per spirit | 5 mins | 5 |
Other
To gain Guild Experience as a Monk, you must kill monsters with unarmed combat/staves, and cannot have any spell readied except for Incantations of Mind/Spirit.
Monks gain access to Monk-only armor (Jis, wrist wraps, and sashes). Non-Naga and non-Rakshasa monks get increased unarmed base damage.
Monks gain a damage mitigation ability at guild level 5 that they can activate by typing commune. It reduces damage taken and damage dealt, and scales with Spirit Travel skill.
Monks gain a damage amplifying ability at guild level 10 that they can activate by typing burst. It increases attack speed for 30 seconds with a 45 second cooldown.
The guild commands are monkwho and monktell.
Level Breakdown
Level | Title | Stats | Skills |
---|---|---|---|
1 | Novice | +1 Unarmed, +1 Staves, +1 Healing, +1 Meditation, +1 Dodge, +1 Armor, +1 Mind Magic, + 1 Spirit Magic, -5 Evocation, -5 Conjuration, -5 Enchantment, -5 other magical elements (excluding Mind and Spirit) | |
2 | Apprentice | +2 Unarmed, +1 Staves, +1 Healing, +1 Meditation, +1 Dodge, +1 Mind Magic, + 1 Spirit Magic | |
3 | Initiate | +1 Unarmed, +1 Staves, +1 Healing, +1 Meditation, +1 Dodge, +1 Mind Magic, + 1 Spirit Magic | |
4 | Acolyte | +2 Unarmed, +1 Staves, +1 Healing, +1 Meditation, +1 Dodge, +1 Mind Magic, + 1 Spirit Magic | |
5 | Brother/Sister | +1 Unarmed, +1 Staves, +1 Healing, +1 Meditation, +1 Dodge, +1 Mind Magic, + 1 Spirit Magic, Commune | |
6 | Sensei | +2 Unarmed, +1 Staves, +1 Healing, +1 Meditation, +1 Dodge, +1 Mind Magic, + 1 Spirit Magic | |
7 | Mystic | +1 Unarmed, +1 Staves, +1 Healing, +1 Meditation, +1 Dodge, +1 Mind Magic, + 1 Spirit Magic | |
8 | Martial Artist | +2 Unarmed, +1 Staves, +1 Healing, +1 Meditation, +1 Dodge, +1 Mind Magic, + 1 Spirit Magic | |
9 | Master Martial Artist | +1 Unarmed, +1 Staves, +1 Healing, +1 Meditation, +1 Dodge, +1 Mind Magic, + 1 Spirit Magic | |
10 | Grandmaster Martial Artist | +2 Unarmed, +1 Staves, +1 Healing, +1 Meditation, +1 Dodge, +1 Mind Magic, + 1 Spirit Magic, Burst | |
Total | +15 Unarmed, +10 Staves, +10 Healing, +10 Meditation, +10 Dodge, +10 Mind Magic, +10 Spirit Magic, Commune, Burst, -5 Evocation, -5 Conjuration, -5 Enchantment, -5 other Magical Elements (excluding Mind and Spirit) |