 | Iron Hand | Iron Hand Required For: Call Spirits (L2), Dodge (L5), Palm Push Strike (L7 Champion), Tiger Knuckle Fist (L5 Champion), Chain Crush Combo (L5 Champion). Max Level: 10 Type: Passive Effect: Increases Attack Power of fists and knuckle type weapons by 3 per SkillLV. [LV 1] ATK +3 [LV 2] ATK +6 [LV 3] ATK +9 [LV 4] ATK +12 [LV 5] ATK +15 [LV 6] ATK +18 [LV 7] ATK +21 [LV 8] ATK +24 [LV 9] ATK +27 [LV 10] ATK +30 IRO Name: Iron Fists
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 | Spirits Recovery | Spirits Recovery Required For: Body Relocation (L2) Max Level: 5 Type: Passive Effect: Recovers HP and SP every 10 seconds while sitting (not while standing). Recovery rate is every 20 seconds when overweight and it works even when recuperating from Asura Strike, but without the natural recuperation bonuses (e.g. at LV 2 you will only regenerate at +8/+4 per 10 sec after an Asura Strike, regardless of INT and VIT). Base HP recovery is 4 HP per SkillLV, modified by Maximum HP/500. Base SP recovery is 2 SP per SkillLV modified by Maximum SP/100. [LV 1] +4 HP & 2 SP [LV 2] +8 HP & 4 SP [LV 3] +12 HP & 6 SP [LV 4] +16 HP & 8 SP [LV 5] +20 HP & 10 SP IRO Name: Spiritual Cadence
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 | Call Spirits | Call Spirits Required For: Dodge (L5), Investigate (L5), Absorb Spirits (L5), Dangerous Soul Collect (L5, Champion), Palm Push Strike (L5 Champion), Tiger Knuckle Fist (L5 Champion), Chain Crush Combo (L5 Champion). Max Level: 5 Type: Active SP Cost: 8 Target: Self Cast Time: 1.5 sec (uninterruptible) Cool Down: None Duration: 600 sec Effect: Summons one Spirit Sphere each cast. Spirit Spheres are required and used up by some skills. The maximum number of Spheres you can have is determined by the learned SkillLV. Each active Sphere gives +3 ATK that never misses. The cast is uninterruptable. IRO Name: Summon Spirit Sphere
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 | Absorb Spirits | Absorb Spirits Required For: Critical Explosion, Dangerous Soul Collect (Champion) Max Level: 1 Type: Active SP Cost: 5 Target: Self/Enemy with Shift-Click Range: 9 cells Cast Time: 2 sec Cool Down: None Duration: Instant Effect: Uses up all Spirit Spheres and regains 7 SP per sphere. Can be used on another Monk's Spheres in PVP. If used against a monster it steals 2 SP per monster level with a success chance of 20%. IRO Name: Spiritual Sphere Absorption
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 | Triple Attack | Triple Attack Required For: Chain Combo (L5), Tiger Knuckle Fist (L5 Champion) Max Level: 10 Type: Passive Combo Time: 1.3 sec Effect: Attacks 3 times with increased damage. Higher skill level DECREASES chance of occurrence. This skill differs from the Thief's Double Attack in many key regards. First of course the delay, as Double Attack takes the same amount of time as a normal attack while this skill takes longer. Triple Attack (and Chain Combo) actually counts for damage as a single strike. This means that damage bonuses from upgrades, masteries, Star Crumbs, and Spirit Spheres are only applied ONCE and divided evenly among the three (four) visible hits. Therefore even with LV10 Triple Attack these 'individual hits' will usually be weaker than a single normal attack. On the positive side enemy VIT reduction is also only applied once, so against high-VIT targets the total damage may be much higher than expected. True to his/her sneaky ways the Thief does not say Double Attack!! to every extra hit, but the Monk has no such reservations with Triple. You will probably not see anything an AGI Monk types while he is fighting, so do not use /notalkmsg or you will never 'hear' him over the combos le Silence status does NOT stop this skill from activating, Triple DOES NOT count as Active against guild fort Emperiums and will NOT miss. The delay time is affected by DEX and AGI of the caster. [LV 1] 29% Chance for 120% ATK [LV 2] 28% Chance for 140% ATK [LV 3] 27% Chance for 160% ATK [LV 4] 26% Chance for 180% ATK [LV 5] 25% Chance for 200% ATK [LV 6] 24% Chance for 220% ATK [LV 7] 23% Chance for 240% ATK [LV 8] 22% Chance for 260% ATK [LV 9] 21% Chance for 280% ATK [LV 10] 20% Chance for 300% ATK. IRO Name: Raging Trifecta Blow
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 | Body Relocation | Body Relocation Max Level: 1 Type: Active SP Cost: 14 Target: Cell Range: 18 cells Cast Time: Instant Cool Down: None, see below Duration: Instant Effect: Directly teleport to any chosen cell. You can not move to or over non movable cells this way, e.g. up a cliff. Uses up 1 Spirit Sphere. If under Critical Explosion state, you can use this skill without the need for Spirit Spheres. After using this skill, you cannot use Asura Strike for the following 2 seconds. IRO Name: Snap
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 | Dodge | Dodge Required For: Blade Stop (L5), Triple Attack (L5) Type: Passive Effect: Increases Flee Rate by +1.5 per SkillLV rounded down. [LV 1] Flee Rate + 1 [LV 2] Flee Rate + 3 [LV 3] Flee Rate + 4 [LV 4] Flee Rate + 6 [LV 5] Flee Rate + 7 [LV 6] Flee Rate + 9 [LV 7] Flee Rate + 10 [LV 8] Flee Rate + 12 [LV 9] Flee Rate + 13 [LV 10] Flee Rate + 15 IRO Name: Flee
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 | Investigate | Investigate Required For: Finger Offensive (L3) Max Level: 5 Type: Offensive SP Cost: -0.5*(SkillLV*SkillLV) + 5.5*SkillLV + 5 Target: Enemy Range: 2 cells Cast Time: 1 sec (uninterruptible) Cool Down: 0.5 sec Duration: Instant Effect: Strong physical ranged attack. The more defense the target has the more damage this skill will do. It never misses and uses up 1 Spirit Sphere. Damage is [ATK x (1 + SkillLV*0.75) x (Enemy Armor+Enemy VIT)/50] x Card Effect. Uses up one Spirit Sphere. IRO Name: Occult Impaction
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 | Finger Offensive | Finger Offensive Required For: Asura Strike (L3) Max Level: 5 Type: Offensive Range: 9 cells SP Cost: 10 Target: Enemy Range: 9 cells Cast Time: 1 + Number of Spheres thrown sec (uninterruptible) Cool Down: 0.5 sec Duration: Instant Effect: Throws Spirit Spheres at enemy. Skill level affects number of spheres that can be thrown, damage is 100%+50*used SkillLV% ATK using the element of your current weapon. Number of thrown Spirits equals to used SkillLV and may miss depending on normal hit probabilities. Pneuma will block this skill. [LV 1] 150% ATK Uses 1 Sphere [LV 2] 200% ATK Uses 2 Spheres [LV 3] 250% ATK Uses 3 Spheres [LV 4] 300% ATK Uses 4 Spheres [LV 5] 350% ATK Uses 5 Spheres IRO Name: Throw Spirit Sphere
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 | Steel Body | Steel Body Required For: Body Relocation (L3) Max Level: 5 Type: Active SP Cost: 50% Target: Self Cast Time: 5 sec (uninterruptible) Cool Down: None Duration: 30*SkillLV sec Effect: Set Def and MDEF to 90%. Attack speed is reduced by 25% and skills cannot be used. Requires 5 Spirit Spheres to use. This is DEF as from armor so damage from weapons and spells is reduced to at least 10% (with 1 VIT/INT) and even as little as 1 damage if the Monk has enough VIT/INT. [LV 1] 30 sec [LV 2] 60 sec [LV 3] 90 sec [LV 4] 120 sec [LV 5] 150 sec IRO Name: Mental Strenght
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 | Blade Stop | Blade Stop Required For: Spirits Recovery (L2) Max Level: 5 Type: Active SP Cost: 10 Target: Self Cast Time: Instant Cool Down: None Duration: 10+10*SkillLV sec Effect: This skill operates like the Knight's Auto Counter, but instead 'catches' an attacker, freezing both Monk and target for a few moments. Certain skills are available for you to attack with depending on Blade Stop skill level. Both Monk and attacker are stopped until the Monk uses a skill, the Monk dies, the attacker dies, or Blade Stop's duration expires. Unlike Freeze/Stone Curse status the attacker still has all Flee and DEF. Further, if the target is a Monk who also has the Blade Stop skill then both are free to use their skills (determined by their own Blade Stop skill level). This skill can not be used to counter enemy skills. Uses up 1 Spirit Sphere. [LV 1] none, 0.5 sec catch time [LV 2] Finger Offensive, 0.7 sec catch time [LV 3] Investigate, 0.9 sec catch time [LV 4] Chain Combo, 1.1 sec catch time [LV 5] Asura Strike (Critical Explosion, 4 Spheres needed), 1.3 sec catch time IRO Name: Root
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 | Critical Explosion | Critical Explosion Required For: Asura Strike (L3), Dangerous Soul Collect (L5, Champion) Max Level: 5 Type: Active SP Cost: 15 Target: Self Cast Time: Instant Cool Down: None Duration: 180 sec Effect: Raises Critical Rate by 7.5+2.5*SkillLV for skill's duration. SP regeneration is suspended during this time. 5 Spirit Spheres required. [LV 1] +10 Critical Rate [LV 2] +12.5 Critical Rate [LV 3] +15 Critical Rate [LV 4] +17.5 Critical Rate [LV 5] +20 Critical Rate IRO Name: Fury
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 | Asura Strike | Asura Strike Required For: Body Relocation (L3) Max Level: 5 Type: Offensive SP Cost: all Target: Enemy Range: 2 cells Cast Time: 4.5 - 0.5*SkillLV sec Cool Down: 3.5 - 0.5*SkillLV sec Duration: Instant Effect: Usable only when Critical Explosion is active. Uses all SP to do massive damage to the target, HP/SP will not regenerate naturally for 5 minutes after Asura Strike is used. Cancels Critical Explosion after use and requires all remaining Spirit Spheres (that is all 5 if cast independently). Damage is [(Weapon ATK+Base ATK) x (8 + SP/10) + 250 + (SkillLV*150)]*Card Effects. Can be used while catching someone using LV 5 Blade Stop or with no Cast Time at the end of a combo attack (Triple Attack -> Chain Combo -> Combo Finish -> [Tiger Knuckle Fist and/or Chain Crush Combo ->] Asura Strike) but the Critical Explosion and sphere and Critical Explosion requirements remain in both cases (usable with the 4 spheres remaining after activating Blade Stop/Combo Finish). Increasing the Asura Strike skill level has a relatively small effect on total damage compared to increasing SP, INT or STR. Warning: Skill CAN BE INTERRUPTED. [LV 1] + 400 ATK 4.0s cast, 3.0s Delay [LV 2] + 550 ATK 3.5s cast, 2.5s Delay [LV 3] + 700 ATK 3.0s cast, 2.0s Delay [LV 4] + 850 ATK 2.5s cast, 1.5s Delay [LV 5] + 1000 ATK 2.0s cast, 1.0sDelay KRO Name: Extremity Fist IRO Name: Guillotine Fist
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 | Chain Combo | Chain Combo Required For: Combo Finish (L3) Max Level: 5 Type: Offensive SP Cost: 10 + SkillLV Target: Enemy Range: 2 cells Cast Time: Instant Cool Down: None Combo Time: 1.3 sec Duration: Instant Effect: Usable only after a Triple Attack. Hits the enemy, dealing 4 powerful strikes. The Caster can not move for a short period. Damage is 150%+50*SkillLV% ATK. Requires 1 Spirit Sphere. If you don't want the 'Skill Failed' message to show each time you clicked, but missed a delay sequence use /skillfail to turn the message display off. [LV 1] Does 200% ATK [LV 2] Does 250% ATK [LV 3] Does 300% ATK [LV 4] Does 350% ATK [LV 5] Does 400% ATK IRO Name: Raging Quadruple Blow
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 | Combo Finish | Combo Finish Required For: Steel Body (L3), Tiger Knuckle Fist (L3 Champion). Max Level: 5 Type: Offensive SP Cost: 10 + SkillLV Target: Enemy Range: 2 cells Cast Time: Instant Cool Down: ASPD Duration: Instant Combo Time: 1.3 sec Effect: Usable only after a Chain Combo. Unleashes a final attack on the enemy. Requires 1 Spirit Sphere to use. Damage is 240%+60*SkillLV% ATK. [LV 1] Does 300% ATK [LV 2] Does 360% ATK [LV 3] Does 420% ATK [LV 4] Does 480% ATK [LV 5] Does 540% ATK IRO Name: Raging Thrust
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 | Ki Translation | Ki Translation Max Level: 1 Type: Supportive SP Cost: 40 Target: Party Member (must be monk class?) Range: Unknown Cast Time: Unknown Cool Down: Unknown Duration: Instant Effect: Transfer one of your Spirit Spheres to another party member. Uses up 1 Spirit Sphere.
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 | Ki Explosion | Ki Explosion Max Level: 1 Type: Offensive SP Cost: 20 Target: Enemy Range: Unknown Cast Time: Unknown Cool Down: Unknown Duration: Instant Effect: Focus your inner energies and attack an enemy to deal damage and push them away. The target enemy receives 300% ATK damage, and nearby monsters will be pushed away 2 cells and will be stunned for 2 sec. Drains a small amount of HP per use.
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