Difference between revisions of "Monks"
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{|class="wikitable sortable" | {|class="wikitable sortable" | ||
!Command | !Command | ||
− | ! | + | !Guild Level |
!Duration | !Duration | ||
!Cool Down | !Cool Down | ||
− | ! | + | !Effect |
|- | |- | ||
|strike spectral | |strike spectral | ||
− | | | + | |1 |
|3s | |3s | ||
|9s | |9s | ||
− | | | + | |wc = 20 + spirit * 8 |
|- | |- | ||
|strike disarm | |strike disarm | ||
− | | | + | |3 |
|3s | |3s | ||
|10s | |10s | ||
− | | | + | |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 | ||
|- | |- | ||
|strike paralyze | |strike paralyze | ||
− | | | + | |3 |
|3s | |3s | ||
|10s | |10s | ||
− | | | + | |Paralyzes the target, with the same save/resistance as the paralysis spell. Mind skill increases potency. |
|- | |- | ||
|commune | |commune | ||
− | | | + | |5 |
|10 seconds + .5 seconds per spirit | |10 seconds + .5 seconds per spirit | ||
|5 mins | |5 mins | ||
− | | | + | |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. | ||
+ | |||
+ | Non-lore speak, you get a huge amount of whole-body protection, and most of your hits will miss. | ||
+ | |||
+ | Your chance to hit foes starts at just 10%, and caps at 75% chance to hit at 13 spirit travel. | ||
+ | |||
+ | Also, magic resist reduction, and magic vulnerability are both decreased with more spirit travel. | ||
|- | |- | ||
− | | | + | |strike stun |
− | | | + | |7 |
− | | | + | |3s |
− | | | + | |10s |
− | | | + | |Stuns the target. This is a new effect in the game. |
+ | |||
+ | Consider it super paralysis. It uses the same saves, resistances, and vulnerability. | ||
+ | |||
+ | In addition to being unable to move, the target cannot melee attack, drink, or cast. | ||
+ | |||
+ | Note: This is a player-only ability, so you won't get hit with this except in pvp) | ||
|- | |- | ||
− | | | + | |strike fire |
− | | | + | |9 |
− | | | + | |3s |
− | | | + | |9s |
− | | | + | |wc = 20 + fire * 8 |
+ | |- | ||
+ | |strike cold | ||
+ | |9 | ||
+ | |3s | ||
+ | |9s | ||
+ | |wc = 20 + water * 8 | ||
+ | |- | ||
+ | |strike shock | ||
+ | |9 | ||
+ | |3s | ||
+ | |9s | ||
+ | |wc = 20 + air * 8 | ||
+ | |- | ||
+ | |burst | ||
+ | |10 | ||
+ | |30s | ||
+ | |45s | ||
+ | |Attacks speed increases by 0.1 per 10 levels. So at level 10, it is 0.1, at level 50 it is 0.5. | ||
+ | |||
+ | This increase will go over the racial max attack speed. Also dramatically increases hunger. | ||
+ | |||
+ | Requires users to be using monk weapons. | ||
|} | |} | ||
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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. | 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). | + | Monks gain access to [[Monks guild only|Monk-only armor]] (Jis, wrist wraps, and sashes). |
Non-Naga and non-Rakshasa monks get increased unarmed base damage. | Non-Naga and non-Rakshasa monks get increased unarmed base damage. | ||
− | |||
− | |||
− | |||
− | |||
The guild commands are monkwho and monktell. | The guild commands are monkwho and monktell. |
Latest revision as of 01:12, 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 | Guild Level | Duration | Cool Down | Effect |
---|---|---|---|---|
strike spectral | 1 | 3s | 9s | wc = 20 + spirit * 8 |
strike disarm | 3 | 3s | 10s | 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 |
strike paralyze | 3 | 3s | 10s | Paralyzes the target, with the same save/resistance as the paralysis spell. Mind skill increases potency. |
commune | 5 | 10 seconds + .5 seconds per spirit | 5 mins | 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. Non-lore speak, you get a huge amount of whole-body protection, and most of your hits will miss. Your chance to hit foes starts at just 10%, and caps at 75% chance to hit at 13 spirit travel. Also, magic resist reduction, and magic vulnerability are both decreased with more spirit travel. |
strike stun | 7 | 3s | 10s | Stuns the target. This is a new effect in the game.
Consider it super paralysis. It uses the same saves, resistances, and vulnerability. In addition to being unable to move, the target cannot melee attack, drink, or cast. Note: This is a player-only ability, so you won't get hit with this except in pvp) |
strike fire | 9 | 3s | 9s | wc = 20 + fire * 8 |
strike cold | 9 | 3s | 9s | wc = 20 + water * 8 |
strike shock | 9 | 3s | 9s | wc = 20 + air * 8 |
burst | 10 | 30s | 45s | Attacks speed increases by 0.1 per 10 levels. So at level 10, it is 0.1, at level 50 it is 0.5.
This increase will go over the racial max attack speed. Also dramatically increases hunger. Requires users to be using monk weapons. |
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.
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) |