Wiki / Classes & abilities / Monk
| Role | Armour worn | Trainer |
|---|---|---|
| DPS / Healer | Cloth, Leather | Tamsin Brierhollow |
Take a provisional class from a trainer in Greenhollow at level 5; it is free and can be dropped at any time. At level 20 you dedicate to a class for life, or remain a Wayfarer.
Abilities (18)
Sorted by the level at which you can learn them. Abilities are free to learn; you choose six active and four passive ones for your loadout. At Master rank an ability opens two optional sidegrades, A and B, shown under it.
A quick, centred blow that keeps your rhythm flowing.
A: Rhythm Palm. 1.1x instead of 1.3x, but gives 6 Flow on top of the blow's own.
B: Pushing Palm. 1.1x instead of 1.3x, but the foe is slowed 20% for 2 s.
A palm to the breastbone that empties the foe's breath, breaking a cast and locking that ability.
A: Empty Lungs. The ability you cut stays locked 2 s longer, but a 15 s cooldown instead of 12.
B: Breath Taken. A touch that cuts a cast short gives 25 Flow.
A steadying hand on an ally close by. Monks heal near the fight, not from afar.
A: Stillness. 25% more healing, but a 1.2 s cast instead of 0.6 and 25% more mana.
B: Touch in Passing. No cast time, but 25% less healing (and 25% less mana).
Shrug off one physical hindrance and move on, briefly quicker.
A: Unbound. Clears 2 physical hindrances instead of 1, but gives no speed.
B: Wind Stride. +40% speed for 5 s instead of +20% for 3, but clears nothing.
A cloak of living moss knits your wounds shut a little at a time. Spends 30 Flow.
A: Deep Moss. Spends all your Flow (30 or more): the mend is 1% stronger for every point over 30.
B: Moss Carpet. The moss mends every ally within 3 tiles (you too), each for half.
Shares your breath with an ally: a slow, steady mend.
A: Shared Breath. The mend lands on the ally and on you, 65% each (30% more mana).
B: Long Breath. The mend runs 20 s instead of 10 and heals 10% more in all, but an 18 s cooldown and 10% more mana.
A low kick that hobbles the foe.
A: Leg Sweep. Knocks the foe down for 1 s instead of the slow, but a 16 s cooldown instead of 10.
B: Wide Sweep. Sweeps every foe next to you (2 tiles, no target needed), but the slow is 20% instead of 35%.
Your skin thickens into bark, a sturdy guard that holds for a good while.
A: Thornbark. 40% less armour, but foes that strike you take a small hit (a fifth of your weapon blow, once a second each).
B: Lent Bark. The bark goes on an ally within 3 tiles instead of you.
Three blows in a single breath.
A: Glen Wind. Every foe next to you (2 tiles, no target needed) takes the flurry, 2 blows each instead of 3.
B: Gathering Flurry. 0.65x a blow instead of 0.7x, but each blow that lands gives 4 Flow more.
A slow, heavy root-fall that strikes the target for a large amount after a long wind-up.
A: Falling Oak. 20% lighter, but knocks the foe down for 1.5 s.
B: Oakheart Ring. Foes within 2 tiles of the target take 60% of the blow too, but a 16 s cooldown instead of 14.
Thorns erupt outward from you, hurting everything near you and pinning it in place.
A: Briar Ring. Less up front (60%) and no 4 s hold, but the thorns stay 6 s: whoever steps in is held 1 s (once every 3 s each).
B: Thorn Spray. 1.5x the damage, but no hold.
Stand still, then strike like a heron at a fish: one fast, hard blow.
A: Patient Heron. +30% if you have stood still for 2 s, 10% less otherwise.
B: Wading Heron. 1.4x instead of 1.6x, then +20% speed for 3 s.
A warm palm pressed to an ally close at hand: a strong, quick mending. Close range only.
A: Ember Hand. No cast time; the same healing comes over 6 s instead of at once.
B: Long Reach. Range 5 instead of 3, but 20% less healing (and 20% less mana).
Spin the staff like a reed in a gale and strike every foe around you.
A: Gale Reed. Radius 3.5 instead of 2.5, but 0.75x instead of 0.9x.
B: Reed in Flow. 0.8x instead of 0.9x, but 3 Flow for each foe struck.
Draw a circle of soft moss at your feet: everyone standing close is mended. Short range only.
A: Moss Bed. The moss stays on the ground 8 s, mending whoever stands in it each second: the same healing in all, for those who stay.
B: Quick Moss. No cast time, but 25% less healing (and 25% less mana).
Five blows like leaves in an autumn wind, all on one foe.
A: Leaf Storm. The five blows spread over up to 3 foes next to you (the target first).
B: Falling Leaves. 4 blows instead of 5, but a 30 s cooldown instead of 40.
Press a nerve at the shoulder; the foe stands numb and stunned for two seconds.
A: Numbing Dew. No daze; the foe is silenced for 3 s instead (no spells).
B: Pinned. Holds the foe 4 s instead of dazing it 2 s (it can still strike and cast), and an 18 s cooldown instead of 25.
Lend an ally close by a running river of vigor: a long, steady mend.
A: Spring Flood. Half the mend lands at once, the other half over 6 s instead of 12.
B: River Shared. The mend lands on the ally and on you, 60% each (20% more mana).
Passives (6)
+4% physical power and +4% healing power.
+5% maximum health.
Breath steadies the blow: +4% physical power and +2% critical chance.
A well that does not run dry: +5% healing power.
Calm under a blow: +4% maximum health and +1 armor.
Fist and hand move as one: +3% physical power and +3% healing power.