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.
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.
Monks can advance to Champion (their transcendent class).
Skills
Iron Fists
| Job | Monk / Champion |
|---|---|
| Type | Passive |
| Max level | 5 |
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.
Spiritual Cadence
| Job | Monk / Champion |
|---|---|
| Type | Passive |
| Max level | 5 |
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.
Summon Spirit Sphere
| Job | Monk / Champion |
|---|---|
| Type | Active |
| Target | Self |
| Max level | 1 |
| SP cost | 8 |
| Cast time | 1 s |
| Duration | 10 min (per sphere) |
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.
Absorb Spirit Sphere
| Job | Monk / Champion |
|---|---|
| Type | Active |
| Target | Single (ally or enemy) |
| Max level | 1 |
| SP cost | 5 |
| Range | 9 cells |
| Cast time | 2 s |
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.
Triple Attack
| Job | Monk / Champion |
|---|---|
| Type | Passive (auto-proc) |
| Max level | 10 |
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.
Active Triple Attack
| Job | Monk / Champion |
|---|---|
| Type | Active |
| Target | Single (melee) |
| Element | Weapon |
| Max level | 1 |
| SP cost | 12 |
| Cooldown | 0.7 s |
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.
Snap
| Job | Monk / Champion |
|---|---|
| Type | Active |
| Target | Ground (18 cells) |
| Max level | 1 |
| SP cost | 14 |
| Spirit Spheres | 1 |
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.
→ Snap
Dodge
| Job | Monk / Champion |
|---|---|
| Type | Passive |
| Max level | 10 |
A passive that permanently sharpens the Monk's evasion, raising Flee to help it slip past incoming blows.
→ Dodge
Occult Impaction
| Job | Monk / Champion |
|---|---|
| Type | Active |
| Target | Single |
| Max level | 5 |
| SP cost | 10 → 20 (Lv 1–5) |
| Spirit Spheres | 1 |
| Range | 2 cells |
| Cast time | 1 s |
| After-cast delay | 0.5 s |
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 Blade Stop state, serving as a reliable way to end a locked standoff with damage.
Throw Spirit Sphere
| Job | Monk / Champion |
|---|---|
| Type | Active |
| Target | Single |
| Element | Weapon |
| Max level | 10 |
| SP cost | 10 → 14 (Lv 1–10) |
| Spirit Spheres | 1 |
| Range | 9 cells |
| Cast time | 3.5 s |
| After-cast delay | 0.5 s |
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.
Mental Strength
| Job | Monk / Champion |
|---|---|
| Type | Active |
| Target | Self |
| Max level | 5 |
| SP cost | 200 |
| Spirit Spheres | 5 |
| Cast time | 5 s |
| Duration | 30 → 150 s (Lv 1–5) |
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.
Root
| Job | Monk / Champion |
|---|---|
| Type | Active |
| Target | Self |
| Max level | 5 |
| SP cost | 10 |
| Spirit Spheres | 1 |
| Duration | 20 → 60 s standby window |
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.
→ Root
Fury
| Job | Monk / Champion |
|---|---|
| Type | Active |
| Target | Self |
| Max level | 5 |
| SP cost | 15 |
| Spirit Spheres | 5 |
| Duration | 3 min |
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.
→ Fury
Asura Strike
| Job | Monk / Champion |
|---|---|
| Type | Active |
| Target | Single (melee) |
| Max level | 5 |
| SP cost | 1 (drains all remaining SP) |
| Spirit Spheres | 5 |
| Range | 2 cells |
| Cast time | 4 → 2 s (Lv 1–5) |
| After-cast delay | 3 → 1 s (Lv 1–5) |
| Duration | 5 min (post-cast lock) |
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.
Chain Combo
| Job | Monk / Champion |
|---|---|
| Type | Active (combo follow-up) |
| Target | Single (melee) |
| Element | Weapon |
| Max level | 5 |
| SP cost | 6 → 10 (Lv 1–5) |
| Range | 2 cells |
| Cooldown | 0.7 s |
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.
Combo Finish
| Job | Monk / Champion |
|---|---|
| Type | Active (combo finisher) |
| Target | Single + splash (2 cells) |
| Element | Weapon |
| Max level | 10 |
| SP cost | 6 → 15 (Lv 1–10) |
| Spirit Spheres | 1 |
| Range | 2 cells |
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.
Ki Translation
| Job | Monk / Champion |
|---|---|
| Type | Active |
| Target | Party member (9 cells) |
| Max level | 1 |
| SP cost | 8 |
| Spirit Spheres | 1 (transferred) |
| Range | 9 cells |
| Cast time | 1 s |
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.
Tempered Will
| Job | Monk / Champion |
|---|---|
| Type | Active (self-buff) |
| Target | Self |
| Max level | 5 |
| SP cost | 50 |
| Spirit Spheres | 2 |
| Cast time | 1 s (unaffected by DEX) |
| Duration | 12 → 20 s (Lv 1–5) |
| Cooldown | 22 → 30 s (Lv 1–5) |
Steels the Monk's resolve so it can keep moving at full speed even under 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.
Gentle Touch - Cure
| Job | Monk / Champion |
|---|---|
| Type | Active (support) |
| Target | Ally (2 cells) |
| Max level | 5 |
| SP cost | 12 |
| Spirit Spheres | 1 |
| Range | 2 cells |
| After-cast delay | 1 s |
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 - Revitalize
| Job | Monk / Champion |
|---|---|
| Type | Active (self-buff) |
| Target | Self |
| Max level | 5 |
| SP cost | 40 → 80 (Lv 1–5) |
| Spirit Spheres | 1 |
| Cast time | 1 s |
| After-cast delay | 1 s |
| Duration | 4 min |
| Cooldown | 1 s |
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.