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= Monk =
= Monk =


The '''Monk''' is the second-class advancement of the [[Acolyte]], attaining mastery over unarmed and barehanded combat. Where Priests channel divine power through spells and blessings, Monks transform inner energy (called ''spirit spheres'') into devastating physical techniques. They generate, store, and weaponize spiritual energy through a disciplined combo system that chains simple strikes into powerful finishers.
The '''Monk''' is the second-class advancement of the [[Acolyte]], a martial artist who turns inner energy into physical force. Where the Priest channels faith outward, the Monk gathers it inward as ''spirit spheres'' and spends them on strikes, stances and a single devastating finisher. On Vortex Legends the Monk is built around a '''three-branch specialization system''':


Monks are aggressive melee fighters with access to movement abilities, utility, and a handful of powerful buffs. Their signature mechanic revolves around summoning and spending spirit spheres. Managing sphere count is central to playing a Monk effectively.
* '''Iron Vow''' — a defensive stance the Monk can actually fight from.
* '''Rising Tempest''' — the combo chain, opened on demand and sustained through momentum.
* '''Final Breath''' — spirit-fuelled burst that ends in one decisive blow.


Monks can advance to [[Champion]] (their transcendent class).
The branches are a matter of priority, not a cage: skill points can be spent freely, so hybrid builds remain fully playable. Every branch draws on the same resource, the spirit spheres summoned with [[Call Spirits]], so managing that reserve is the thread running through all Monk play. Monks advance into the [[Champion]] after second class.


----
----


== Branches ==
== Specialization branches ==
The Monk's skills divide into three playstyles:
* '''Combo Striker''': chains Triple Attack into Chain Combo and Combo Finish, culminating in Asura Strike for explosive single-target burst; core identity of the class.
* '''Sphere Caster''': uses Throw Spirit Sphere and Occult Impaction as reliable damage options outside the combo chain, with ranged and guaranteed-hit coverage.
* '''Iron Body''': centers on Mental Strength and Tempered Will to become nearly invincible while still fighting, suited for tanking and solo survival.


== Skills ==
=== Iron Vow ===


=== Iron Fists ===
Iron Vow is the tank line. [[Steel Body]] turns the Monk into a nearly unbreakable statue, and [[Tempered Will]] answers the price that stance normally charges, giving back movement and a growing list of usable skills. The result is a defensive form that can hold ground and still act.
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Iron Fists</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Passive</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
</table>
 
A passive that hardens the Monk's hands, permanently increasing bare-fist and knuckle attack power. The bonus also applies to weapons that share the knuckle slot, making it the foundation of every unarmed build.


→ '''[[Iron Fists]]'''
==== Steel Body ====
 
<br style="clear:both"/>
 
=== Spiritual Cadence ===
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Spiritual Cadence</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Steel Body</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Passive</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (self-buff)</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
</table>
</table>
 
Hardens the Monk into an iron stance that shrugs off weapons and magic alike. The protection is paid for with attack speed, mobility and access to most skills, making it a deliberate commitment rather than a reaction.
A passive that lets the Monk draw a fresh spirit sphere from each killing blow. The chance is higher against Undead and Demon foes, and an active Priest Soul Link can make it all but guaranteed: a steady, hands-free way to keep spheres flowing in combat.
→ '''[[Steel Body]]'''
 
→ '''[[Spiritual Cadence]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Summon Spirit Sphere ===
==== Tempered Will ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Summon Spirit Sphere</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Tempered Will</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (self-buff)</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">SP cost</th><td>8</td></tr>
<tr><th style="text-align:left">Cast time</th><td>1 s</td></tr>
<tr><th style="text-align:left">Duration</th><td>10 min (per sphere)</td></tr>
</table>
</table>
 
A custom Vortex Legends skill that lifts the restrictions of the iron stance. Learning it re-opens a widening list of skills for use under [[Steel Body]], and casting it restores the Monk's normal movement while the stance holds.
Conjures a spirit sphere that orbits the caster, building toward the Monk's maximum reserve. The spheres are the fuel for the class, consumed by many of its strongest skills, so this is the most fundamental way to stock them before a fight.
→ '''[[Tempered Will]]'''
 
→ '''[[Summon Spirit Sphere]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Absorb Spirit Sphere ===
''Continues at [[Champion]] with Stone Fist.''
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Absorb Spirit Sphere</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active</td></tr>
<tr><th style="text-align:left">Target</th><td>Single (ally or enemy)</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
<tr><th style="text-align:left">SP cost</th><td>5</td></tr>
<tr><th style="text-align:left">Range</th><td>9 cells</td></tr>
<tr><th style="text-align:left">Cast time</th><td>2 s</td></tr>
</table>


Drains spirit spheres from a target and converts them into SP for the caster. Used against another sphere-bearing player it harvests their spheres directly, and against monsters it has a chance to siphon SP: a useful way to recover energy mid-fight.
=== Rising Tempest ===


→ '''[[Absorb Spirit Sphere]]'''
Rising Tempest is the combo line. The opening flurry exists both as a passive proc and as a skill the Monk fires at will, so the chain no longer waits on luck, and each finisher feeds the next through the Momentum state.


<br style="clear:both"/>
==== Triple Attack ====
 
=== Triple Attack ===
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Triple Attack</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Triple Attack</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Passive (auto-proc)</td></tr>
<tr><th style="text-align:left">Type</th><td>Passive (auto-proc)</td></tr>
<tr><th style="text-align:left">Element</th><td>Weapon</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
</table>
</table>
 
Gives every normal attack a chance to erupt into a three-hit flurry that opens the combo chain. Its level also drives the damage of the on-demand version, so it is the anchor of any combo build.
A passive that gives each normal attack a chance to erupt into a rapid three-hit critical flurry. Triggering it opens the [[Chain Combo]] window, kicking off the Monk's signature combo chain.
 
→ '''[[Triple Attack]]'''
→ '''[[Triple Attack]]'''
<br style="clear:both"/>
<br style="clear:both"/>


=== Active Triple Attack ===
==== Triple Strike ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Active Triple Attack</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Triple Strike</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (combo opener)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single (melee)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single (melee)</td></tr>
<tr><th style="text-align:left">Element</th><td>Weapon</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
<tr><th style="text-align:left">SP cost</th><td>12</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>0.7 s</td></tr>
</table>
</table>
 
A custom Vortex Legends skill that unleashes the same flurry on command. It hands the Monk control of when the chain begins instead of leaving the opening to chance.
Manually unleashes the Triple Attack flurry on command, delivering the same three-hit critical burst without waiting for the passive to proc. It opens the [[Chain Combo]] window just as the passive version does, letting the Monk start a combo whenever they choose.
→ '''[[Triple Strike]]'''
 
→ '''[[Active Triple Attack]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Snap ===
==== Chain Combo ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Snap</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Chain Combo</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (combo follow-up)</td></tr>
<tr><th style="text-align:left">Target</th><td>Ground (18 cells)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single (melee)</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">SP cost</th><td>14</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1</td></tr>
</table>
</table>
 
Four spinning blows that follow the opening flurry, and the only way to turn a [[Blade Stop]] hold into an attack. Landing it opens the window for the finisher.
Instantly teleports the Monk to a chosen nearby cell, a key mobility tool for closing in or escaping. It cannot be used while bound by Ankle Snare or Close Confine, and using it briefly delays the next [[Asura Strike]].
→ '''[[Chain Combo]]'''
 
→ '''[[Snap]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Dodge ===
==== Combo Finish ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Dodge</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Combo Finish</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Passive</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (combo finisher)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single + splash</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
</table>
</table>
Closes the chain with a pair of thrusts that spill onto nearby enemies, and leaves the Monk in Momentum, a brief state that sharpens reflexes and blunts incoming blows. From here the chain can continue into the Monk's ultimate.
→ '''[[Combo Finish]]'''
<br style="clear:both"/>


A passive that permanently sharpens the Monk's evasion, raising Flee to help it slip past incoming blows.
''Continues at [[Champion]] with Tiger Fist and Chain Crush Combo.''


→ '''[[Dodge]]'''
=== Final Breath ===


<br style="clear:both"/>
Final Breath is the burst line. The Monk banks spheres and SP, enters a critical frenzy, and cashes everything in on one strike that armour cannot stop. Its supporting skills cover the gap while the reserve refills.


=== Occult Impaction ===
==== Explosion Spirits ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Occult Impaction</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Explosion Spirits</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (self-buff)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">SP cost</th><td>10 → 20 (Lv 1–5)</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1</td></tr>
<tr><th style="text-align:left">Range</th><td>2 cells</td></tr>
<tr><th style="text-align:left">Cast time</th><td>1 s</td></tr>
<tr><th style="text-align:left">After-cast delay</th><td>0.5 s</td></tr>
</table>
</table>
 
Detonates the whole sphere reserve to enter a frenzy that sharpens critical strikes and slows natural SP recovery. The state is the gate the Monk's ultimate demands, and it ends the moment that ultimate lands.
Spends a spirit sphere to strike a single target with an unerring blow that ignores the enemy's evasion. It also breaks the Monk out of its [[Root|Blade Stop]] state, serving as a reliable way to end a locked standoff with damage.
→ '''[[Explosion Spirits]]'''
 
→ '''[[Occult Impaction]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Throw Spirit Sphere ===
==== Investigate ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Throw Spirit Sphere</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Investigate</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (offensive)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single</td></tr>
<tr><th style="text-align:left">Target</th><td>Single</td></tr>
<tr><th style="text-align:left">Element</th><td>Weapon</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">SP cost</th><td>10 → 14 (Lv 1–10)</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1</td></tr>
<tr><th style="text-align:left">Range</th><td>9 cells</td></tr>
<tr><th style="text-align:left">Cast time</th><td>3.5 s</td></tr>
<tr><th style="text-align:left">After-cast delay</th><td>0.5 s</td></tr>
</table>
</table>
 
Spends a sphere on a strike that cannot be evaded, which makes it the Monk's answer to high-evasion targets and a reliable way to break out of a [[Blade Stop]] hold.
Hurls the Monk's held spirit spheres at a distant target as a barrage of energy projectiles, hitting once for each sphere thrown. Like Occult Impaction, it also ends Blade Stop, giving the Monk a ranged way to break a lock.
→ '''[[Investigate]]'''
 
→ '''[[Throw Spirit Sphere]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Mental Strength ===
==== Finger Offensive ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Mental Strength</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Finger Offensive</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (offensive)</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Target</th><td>Single</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">SP cost</th><td>200</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>5</td></tr>
<tr><th style="text-align:left">Cast time</th><td>5 s</td></tr>
<tr><th style="text-align:left">Duration</th><td>30 → 150 s (Lv 1–5)</td></tr>
</table>
</table>
 
Hurls a spirit sphere as a projectile, giving the Monk reach it otherwise lacks. The more spheres the Monk is carrying, the faster the throw comes out.
Mental Strength (also called Steel Body) converts the Monk's body into an impenetrable iron fortress. While active, all damage is drastically reduced through fixed defensive values, at the cost of attack speed, mobility, and the ability to use most skills. It is an extreme defensive stance for surviving overwhelming incoming damage. If [[Tempered Will]] is learned, a handful of skills remain usable, and the Tempered Will buff frees the Monk's movement as well.
→ '''[[Finger Offensive]]'''
 
→ '''[[Mental Strength]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Root ===
==== Asura Strike ====
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Root</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Asura Strike</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (offensive)</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Target</th><td>Single (melee)</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">SP cost</th><td>10</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1</td></tr>
<tr><th style="text-align:left">Duration</th><td>20 → 60 s standby window</td></tr>
</table>
</table>
The Monk's ultimate: a palm strike that ignores armour and evasion and grows with the SP poured into it. It empties the Monk completely and cannot be repeated for a long while, so it is prepared rather than improvised.
→ '''[[Asura Strike]]'''
<br style="clear:both"/>


The Monk braces into a Blade Stop stance, watching for an incoming melee strike. If struck during this brief window, both the Monk and the attacker are locked in a mutual standstill, each unable to move. While locked, the Monk can break free by unleashing [[Occult Impaction]], [[Throw Spirit Sphere]], or [[Asura Strike]], depending on its mastery of the skill.
''Continues at [[Champion]] with Palm Strike, Dangerous Soul Collect, Power Implantation and Gentle Touch-Energy.''


→ '''[[Root]]'''
== Other skills ==


<br style="clear:both"/>
These skills belong to the Monk's common body rather than to a single branch, and most builds take at least part of them.


=== Fury ===
=== Iron Hand ===
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Fury</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Iron Hand</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active</td></tr>
<tr><th style="text-align:left">Type</th><td>Passive</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">SP cost</th><td>15</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>5</td></tr>
<tr><th style="text-align:left">Duration</th><td>3 min</td></tr>
</table>
</table>
 
Conditions the Monk's hands, permanently raising attack power and attack speed when fighting barehanded or with knuckles. It is also the gateway to a large part of the tree.
Detonates the Monk's full reserve of spirit spheres to enter a spiritual frenzy, granting a powerful surge of critical rate. Reaching this state also satisfies the requirement to cast [[Asura Strike]], and the frenzy ends the moment that ultimate is unleashed.
→ '''[[Iron Hand]]'''
 
→ '''[[Fury]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Asura Strike ===
=== Dodge ===
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Asura Strike</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Dodge</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active</td></tr>
<tr><th style="text-align:left">Type</th><td>Passive</td></tr>
<tr><th style="text-align:left">Target</th><td>Single (melee)</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">SP cost</th><td>1 (drains all remaining SP)</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>5</td></tr>
<tr><th style="text-align:left">Range</th><td>2 cells</td></tr>
<tr><th style="text-align:left">Cast time</th><td>4 → 2 s (Lv 1–5)</td></tr>
<tr><th style="text-align:left">After-cast delay</th><td>3 → 1 s (Lv 1–5)</td></tr>
<tr><th style="text-align:left">Duration</th><td>5 min (post-cast lock)</td></tr>
</table>
</table>
 
Sharpens the Monk's footwork, raising both ordinary evasion and the perfect dodge that avoids an attack outright.
The Monk's ultimate technique: a single catastrophic blow that ignores both defense and evasion, growing more devastating the more SP the Monk pours into it. The attack empties all SP, ends Fury, and knocks the Monk back from its target. Afterward the skill is locked for a long cooldown, making it a one-shot finisher to set up carefully.
→ '''[[Dodge]]'''
 
→ '''[[Asura Strike]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Chain Combo ===
=== Blade Stop ===
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Chain Combo</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Blade Stop</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (combo follow-up)</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (self)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single (melee)</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Element</th><td>Weapon</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">SP cost</th><td>6 → 10 (Lv 1–5)</td></tr>
<tr><th style="text-align:left">Range</th><td>2 cells</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>0.7 s</td></tr>
</table>
</table>
 
A defensive stance that catches an incoming melee attack and locks attacker and Monk together. The hold is broken by striking out of it, and higher levels widen both the reaction window and the list of skills that can end it.
A flurry of critical strikes that becomes available right after a Triple Attack triggers, or while Blade Stop is active. It is the first link in the Monk's combo chain, and connecting opens the window for [[Combo Finish]].
→ '''[[Blade Stop]]'''
 
→ '''[[Chain Combo]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Combo Finish ===
=== Absorb Spirit Sphere ===
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Combo Finish</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Absorb Spirit Sphere</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (combo finisher)</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (support)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single + splash (2 cells)</td></tr>
<tr><th style="text-align:left">Target</th><td>Single (ally or enemy)</td></tr>
<tr><th style="text-align:left">Element</th><td>Weapon</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
<tr><th style="text-align:left">Max level</th><td>10</td></tr>
<tr><th style="text-align:left">SP cost</th><td>6 → 15 (Lv 1–10)</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1</td></tr>
<tr><th style="text-align:left">Range</th><td>2 cells</td></tr>
</table>
</table>
 
Strips spirit energy from another sphere user or drains it from a monster, converting it into SP for the Monk. It stands at the root of the class's energy skills.
The hard-hitting follow-up to [[Chain Combo]], delivering a crushing blow with a small splash. Connecting grants the Monk a short Momentum buff that softens incoming physical damage and strengthens the next Combo Finish, rewarding a sustained combo rhythm.
→ '''[[Absorb Spirit Sphere]]'''
 
→ '''[[Combo Finish]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Ki Translation ===
=== Spirit Recovery ===
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Ki Translation</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Spirit Recovery</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active</td></tr>
<tr><th style="text-align:left">Type</th><td>Passive</td></tr>
<tr><th style="text-align:left">Target</th><td>Party member (9 cells)</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
<tr><th style="text-align:left">SP cost</th><td>8</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1 (transferred)</td></tr>
<tr><th style="text-align:left">Range</th><td>9 cells</td></tr>
<tr><th style="text-align:left">Cast time</th><td>1 s</td></tr>
</table>
</table>
 
Draws a fresh sphere from killing blows and slowly returns SP while the Monk holds spheres, keeping both resources flowing without spending an action.
Hands one of the Monk's spirit spheres to a party member, helping another sphere-using ally fuel their own techniques. It only works on allies who can hold spheres and still have room for more, and quietly fails otherwise.
→ '''[[Spirit Recovery]]'''
 
→ '''[[Ki Translation]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


=== Tempered Will ===
=== Body Relocation ===
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Tempered Will</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Body Relocation</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (self-buff)</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (movement)</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Target</th><td>Ground</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
<tr><th style="text-align:left">SP cost</th><td>50</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>2</td></tr>
<tr><th style="text-align:left">Cast time</th><td>1 s (unaffected by DEX)</td></tr>
<tr><th style="text-align:left">Duration</th><td>12 → 20 s (Lv 1–5)</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>22 → 30 s (Lv 1–5)</td></tr>
</table>
</table>
 
Instantly moves the Monk to a chosen spot at a considerable distance, the class's main tool for closing in or breaking away. It briefly delays [[Asura Strike]], so a dive has to be timed.
Steels the Monk's resolve so it can keep moving at full speed even under [[Mental Strength|Steel Body]]'s normally crippling lock. Simply learning the skill also frees up a select group of skills to be used while Steel Body is active, turning an immobile defensive stance into something the Monk can fight from.
→ '''[[Body Relocation]]'''
 
→ '''[[Tempered Will]]'''
 
<br style="clear:both"/>
<br style="clear:both"/>


Line 344: Line 230:
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (support)</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (support)</td></tr>
<tr><th style="text-align:left">Target</th><td>Ally (2 cells)</td></tr>
<tr><th style="text-align:left">Target</th><td>Self or ally</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">SP cost</th><td>12</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1</td></tr>
<tr><th style="text-align:left">Range</th><td>2 cells</td></tr>
<tr><th style="text-align:left">After-cast delay</th><td>1 s</td></tr>
</table>
</table>
 
A pressure-point technique that restores health and clears a set of punishing ailments, usable on the Monk itself even while suffering them.
A laying-on of hands that restores an ally's HP and attempts to cleanse a sweep of common ailments such as Stone, Freeze, Stun, Poison, Silence, Blind, and Hallucination. A welcome touch of support utility on an otherwise offensive class.
 
→ '''[[Gentle Touch - Cure]]'''
→ '''[[Gentle Touch - Cure]]'''
<br style="clear:both"/>
<br style="clear:both"/>


=== Gentle Touch - Revitalize ===
=== Call Spirits ===
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Gentle Touch - Revitalize</caption>
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Call Spirits</caption>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (self-buff)</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (self) · Platinum skill</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Target</th><td>Self</td></tr>
<tr><th style="text-align:left">Max level</th><td>5</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
<tr><th style="text-align:left">SP cost</th><td>40 → 80 (Lv 1–5)</td></tr>
<tr><th style="text-align:left">Spirit Spheres</th><td>1</td></tr>
<tr><th style="text-align:left">Cast time</th><td>1 s</td></tr>
<tr><th style="text-align:left">After-cast delay</th><td>1 s</td></tr>
<tr><th style="text-align:left">Duration</th><td>4 min</td></tr>
<tr><th style="text-align:left">Cooldown</th><td>1 s</td></tr>
</table>
</table>
Conjures the spirit spheres that fuel the entire class, and lends a little attack power while they orbit. Granted on advancing to Monk.
→ '''[[Call Spirits]]'''
<br style="clear:both"/>


Fortifies the Monk's body for an extended duration, raising maximum HP, quickening natural HP regeneration, and toughening its defense. A durable self-buff that helps the Monk weather a prolonged fight.
=== Spiritual Bestowment ===
 
<table class="wikitable" style="float:right;clear:right;margin:0 0 1em 1em;width:23em;font-size:90%">
→ '''[[Gentle Touch - Revitalize]]'''
<caption style="font-size:115%;background:#2b2b3a;color:#fff;padding:4px">Spiritual Bestowment</caption>
 
<tr><th style="text-align:left">Job</th><td>Monk / Champion</td></tr>
<tr><th style="text-align:left">Type</th><td>Active (support) · Platinum skill</td></tr>
<tr><th style="text-align:left">Target</th><td>Party member</td></tr>
<tr><th style="text-align:left">Max level</th><td>1</td></tr>
</table>
Hands one of the Monk's spheres to a party member who can still hold more, feeding another sphere user from its own reserve. Granted on advancing to Monk.
→ '''[[Spiritual Bestowment]]'''
<br style="clear:both"/>
<br style="clear:both"/>


----
== Inherited skills ==
 
The Monk keeps every [[Acolyte]] skill, and Cure in particular is required before [[Gentle Touch - Cure]] can be learned.
 
== Inherited Skills ==


The Monk also keeps all [[Acolyte]] skills.
== Advancement ==
The Monk advances to the [[Champion]]. See [[Second Classes]].


== See also ==
== See also ==
[[Acolyte]] · [[Champion]] · [[Second Classes]] · [[Classes]]
[[Acolyte]] · [[Champion]] · [[Second Classes]] · [[Classes]]


[[Category:Second Classes]]
[[Category:Classes]]
[[Category:Classes]]

Latest revision as of 20:41, 8 September 2026

Monk

The Monk is the second-class advancement of the Acolyte, a martial artist who turns inner energy into physical force. Where the Priest channels faith outward, the Monk gathers it inward as spirit spheres and spends them on strikes, stances and a single devastating finisher. On Vortex Legends the Monk is built around a three-branch specialization system:

  • Iron Vow — a defensive stance the Monk can actually fight from.
  • Rising Tempest — the combo chain, opened on demand and sustained through momentum.
  • Final Breath — spirit-fuelled burst that ends in one decisive blow.

The branches are a matter of priority, not a cage: skill points can be spent freely, so hybrid builds remain fully playable. Every branch draws on the same resource, the spirit spheres summoned with Call Spirits, so managing that reserve is the thread running through all Monk play. Monks advance into the Champion after second class.


Specialization branches

Iron Vow

Iron Vow is the tank line. Steel Body turns the Monk into a nearly unbreakable statue, and Tempered Will answers the price that stance normally charges, giving back movement and a growing list of usable skills. The result is a defensive form that can hold ground and still act.

Steel Body

Steel Body
JobMonk / Champion
TypeActive (self-buff)
TargetSelf
Max level5

Hardens the Monk into an iron stance that shrugs off weapons and magic alike. The protection is paid for with attack speed, mobility and access to most skills, making it a deliberate commitment rather than a reaction. → Steel Body

Tempered Will

Tempered Will
JobMonk / Champion
TypeActive (self-buff)
TargetSelf
Max level10

A custom Vortex Legends skill that lifts the restrictions of the iron stance. Learning it re-opens a widening list of skills for use under Steel Body, and casting it restores the Monk's normal movement while the stance holds. → Tempered Will

Continues at Champion with Stone Fist.

Rising Tempest

Rising Tempest is the combo line. The opening flurry exists both as a passive proc and as a skill the Monk fires at will, so the chain no longer waits on luck, and each finisher feeds the next through the Momentum state.

Triple Attack

Triple Attack
JobMonk / Champion
TypePassive (auto-proc)
ElementWeapon
Max level10

Gives every normal attack a chance to erupt into a three-hit flurry that opens the combo chain. Its level also drives the damage of the on-demand version, so it is the anchor of any combo build. → Triple Attack

Triple Strike

Triple Strike
JobMonk / Champion
TypeActive (combo opener)
TargetSingle (melee)
Max level1

A custom Vortex Legends skill that unleashes the same flurry on command. It hands the Monk control of when the chain begins instead of leaving the opening to chance. → Triple Strike

Chain Combo

Chain Combo
JobMonk / Champion
TypeActive (combo follow-up)
TargetSingle (melee)
Max level5

Four spinning blows that follow the opening flurry, and the only way to turn a Blade Stop hold into an attack. Landing it opens the window for the finisher. → Chain Combo

Combo Finish

Combo Finish
JobMonk / Champion
TypeActive (combo finisher)
TargetSingle + splash
Max level10

Closes the chain with a pair of thrusts that spill onto nearby enemies, and leaves the Monk in Momentum, a brief state that sharpens reflexes and blunts incoming blows. From here the chain can continue into the Monk's ultimate. → Combo Finish

Continues at Champion with Tiger Fist and Chain Crush Combo.

Final Breath

Final Breath is the burst line. The Monk banks spheres and SP, enters a critical frenzy, and cashes everything in on one strike that armour cannot stop. Its supporting skills cover the gap while the reserve refills.

Explosion Spirits

Explosion Spirits
JobMonk / Champion
TypeActive (self-buff)
TargetSelf
Max level5

Detonates the whole sphere reserve to enter a frenzy that sharpens critical strikes and slows natural SP recovery. The state is the gate the Monk's ultimate demands, and it ends the moment that ultimate lands. → Explosion Spirits

Investigate

Investigate
JobMonk / Champion
TypeActive (offensive)
TargetSingle
Max level5

Spends a sphere on a strike that cannot be evaded, which makes it the Monk's answer to high-evasion targets and a reliable way to break out of a Blade Stop hold. → Investigate

Finger Offensive

Finger Offensive
JobMonk / Champion
TypeActive (offensive)
TargetSingle
Max level10

Hurls a spirit sphere as a projectile, giving the Monk reach it otherwise lacks. The more spheres the Monk is carrying, the faster the throw comes out. → Finger Offensive

Asura Strike

Asura Strike
JobMonk / Champion
TypeActive (offensive)
TargetSingle (melee)
Max level5

The Monk's ultimate: a palm strike that ignores armour and evasion and grows with the SP poured into it. It empties the Monk completely and cannot be repeated for a long while, so it is prepared rather than improvised. → Asura Strike

Continues at Champion with Palm Strike, Dangerous Soul Collect, Power Implantation and Gentle Touch-Energy.

Other skills

These skills belong to the Monk's common body rather than to a single branch, and most builds take at least part of them.

Iron Hand

Iron Hand
JobMonk / Champion
TypePassive
Max level10

Conditions the Monk's hands, permanently raising attack power and attack speed when fighting barehanded or with knuckles. It is also the gateway to a large part of the tree. → Iron Hand

Dodge

Dodge
JobMonk / Champion
TypePassive
Max level5

Sharpens the Monk's footwork, raising both ordinary evasion and the perfect dodge that avoids an attack outright. → Dodge

Blade Stop

Blade Stop
JobMonk / Champion
TypeActive (self)
TargetSelf
Max level5

A defensive stance that catches an incoming melee attack and locks attacker and Monk together. The hold is broken by striking out of it, and higher levels widen both the reaction window and the list of skills that can end it. → Blade Stop

Absorb Spirit Sphere

Absorb Spirit Sphere
JobMonk / Champion
TypeActive (support)
TargetSingle (ally or enemy)
Max level1

Strips spirit energy from another sphere user or drains it from a monster, converting it into SP for the Monk. It stands at the root of the class's energy skills. → Absorb Spirit Sphere

Spirit Recovery

Spirit Recovery
JobMonk / Champion
TypePassive
Max level5

Draws a fresh sphere from killing blows and slowly returns SP while the Monk holds spheres, keeping both resources flowing without spending an action. → Spirit Recovery

Body Relocation

Body Relocation
JobMonk / Champion
TypeActive (movement)
TargetGround
Max level1

Instantly moves the Monk to a chosen spot at a considerable distance, the class's main tool for closing in or breaking away. It briefly delays Asura Strike, so a dive has to be timed. → Body Relocation

Gentle Touch - Cure

Gentle Touch - Cure
JobMonk / Champion
TypeActive (support)
TargetSelf or ally
Max level5

A pressure-point technique that restores health and clears a set of punishing ailments, usable on the Monk itself even while suffering them. → Gentle Touch - Cure

Call Spirits

Call Spirits
JobMonk / Champion
TypeActive (self) · Platinum skill
TargetSelf
Max level1

Conjures the spirit spheres that fuel the entire class, and lends a little attack power while they orbit. Granted on advancing to Monk. → Call Spirits

Spiritual Bestowment

Spiritual Bestowment
JobMonk / Champion
TypeActive (support) · Platinum skill
TargetParty member
Max level1

Hands one of the Monk's spheres to a party member who can still hold more, feeding another sphere user from its own reserve. Granted on advancing to Monk. → Spiritual Bestowment

Inherited skills

The Monk keeps every Acolyte skill, and Cure in particular is required before Gentle Touch - Cure can be learned.

Advancement

The Monk advances to the Champion. See Second Classes.

See also

Acolyte · Champion · Second Classes · Classes