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Monk

From Vortex Legends

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