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Monk

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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).


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 Fists

Iron Fists
JobMonk / Champion
TypePassive
Max level5

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


Spiritual Cadence

Spiritual Cadence
JobMonk / Champion
TypePassive
Max level5

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.

Spiritual Cadence


Summon Spirit Sphere

Summon Spirit Sphere
JobMonk / Champion
TypeActive
TargetSelf
Max level1
SP cost8
Cast time1 s
Duration10 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.

Summon Spirit Sphere


Absorb Spirit Sphere

Absorb Spirit Sphere
JobMonk / Champion
TypeActive
TargetSingle (ally or enemy)
Max level1
SP cost5
Range9 cells
Cast time2 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.

Absorb Spirit Sphere


Triple Attack

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

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


Active Triple Attack

Active Triple Attack
JobMonk / Champion
TypeActive
TargetSingle (melee)
ElementWeapon
Max level1
SP cost12
Cooldown0.7 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.

Active Triple Attack


Snap

Snap
JobMonk / Champion
TypeActive
TargetGround (18 cells)
Max level1
SP cost14
Spirit Spheres1

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

Dodge
JobMonk / Champion
TypePassive
Max level10

A passive that permanently sharpens the Monk's evasion, raising Flee to help it slip past incoming blows.

Dodge


Occult Impaction

Occult Impaction
JobMonk / Champion
TypeActive
TargetSingle
Max level5
SP cost10 → 20 (Lv 1–5)
Spirit Spheres1
Range2 cells
Cast time1 s
After-cast delay0.5 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.

Occult Impaction


Throw Spirit Sphere

Throw Spirit Sphere
JobMonk / Champion
TypeActive
TargetSingle
ElementWeapon
Max level10
SP cost10 → 14 (Lv 1–10)
Spirit Spheres1
Range9 cells
Cast time3.5 s
After-cast delay0.5 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.

Throw Spirit Sphere


Mental Strength

Mental Strength
JobMonk / Champion
TypeActive
TargetSelf
Max level5
SP cost200
Spirit Spheres5
Cast time5 s
Duration30 → 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.

Mental Strength


Root

Root
JobMonk / Champion
TypeActive
TargetSelf
Max level5
SP cost10
Spirit Spheres1
Duration20 → 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

Fury
JobMonk / Champion
TypeActive
TargetSelf
Max level5
SP cost15
Spirit Spheres5
Duration3 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

Asura Strike
JobMonk / Champion
TypeActive
TargetSingle (melee)
Max level5
SP cost1 (drains all remaining SP)
Spirit Spheres5
Range2 cells
Cast time4 → 2 s (Lv 1–5)
After-cast delay3 → 1 s (Lv 1–5)
Duration5 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.

Asura Strike


Chain Combo

Chain Combo
JobMonk / Champion
TypeActive (combo follow-up)
TargetSingle (melee)
ElementWeapon
Max level5
SP cost6 → 10 (Lv 1–5)
Range2 cells
Cooldown0.7 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.

Chain Combo


Combo Finish

Combo Finish
JobMonk / Champion
TypeActive (combo finisher)
TargetSingle + splash (2 cells)
ElementWeapon
Max level10
SP cost6 → 15 (Lv 1–10)
Spirit Spheres1
Range2 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.

Combo Finish


Ki Translation

Ki Translation
JobMonk / Champion
TypeActive
TargetParty member (9 cells)
Max level1
SP cost8
Spirit Spheres1 (transferred)
Range9 cells
Cast time1 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.

Ki Translation


Tempered Will

Tempered Will
JobMonk / Champion
TypeActive (self-buff)
TargetSelf
Max level5
SP cost50
Spirit Spheres2
Cast time1 s (unaffected by DEX)
Duration12 → 20 s (Lv 1–5)
Cooldown22 → 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.

Tempered Will


Gentle Touch - Cure

Gentle Touch - Cure
JobMonk / Champion
TypeActive (support)
TargetAlly (2 cells)
Max level5
SP cost12
Spirit Spheres1
Range2 cells
After-cast delay1 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 - Cure


Gentle Touch - Revitalize

Gentle Touch - Revitalize
JobMonk / Champion
TypeActive (self-buff)
TargetSelf
Max level5
SP cost40 → 80 (Lv 1–5)
Spirit Spheres1
Cast time1 s
After-cast delay1 s
Duration4 min
Cooldown1 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.

Gentle Touch - Revitalize




Inherited Skills

The Monk also keeps all Acolyte skills.

See also

Acolyte · Champion · Second Classes · Classes