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Stats
Stat Advice
Strength | One of the monks' most important stats as most of their skills are offensive and depend on physical damage, having Strength is necessary to inflict damage effectively, be it combos or skills such as Finger Offensive, Occult Impaction and Asura Strike. |
Agility | Monks who choose to go with the combo build would need a lot of Agility in order to deal damage quickly via melee attacks as well as activating Raging Trifecta Blow. However, others who opt for PvP/WoE builds using active skills such as Finger Offensive and Asura Strike may ignore this stat completely. |
Vitality | Necessary in all builds but due to other stats taking priority in most generic Monk builds, Vitality is usually kept at between 40-60. |
Intelligence | Monks with builds centered around Asura Strike would want some Intelligence to boost the damage of the aforementioned skill as Intelligence increases one's SP, the latter being a factor in damage calculation of Asura Strike. Combo Monks may ignore this stat. |
Dexterity | Dexterity is the 2nd most important stat, after Strength, of PvP/WoE Monks as it decreases the cast time of skills, which is vital for pulling off successful Finger Offensives or Asura Strikes, even more so for the latter as it can be interrupted by being hit. Combo Monks would also need a decent amount of Dexterity in order to make every hit count as it also increase one's accuracy. |
Luck | Monks who use Fury to increase their chances of scoring critical hits may invest in Luck to further increase it. Combo and PvP/WoE Monks may ignore this stat completely. |
Stat Builds
Job Stat Bonuses
Skills
Active Skills
Passive Skills
Iron Fists
Level | Dmg Added |
---|---|
1 | +3 |
2 | +6 |
3 | +9 |
4 | +12 |
5 | +15 |
6 | +18 |
7 | +21 |
8 | +24 |
9 | +27 |
10 | +30 |
- Passive
- Requirements: (Acolyte) Level 10 Divine Protection, Level 10 Demonbane
- Required for: Summon Spirit Sphere (2), Flee (5)
- Mastered at Level 10
This skill increases damage while bare-handed or using knuckle-type weapons. Most Monks would get 5 levels of this in order to unlock the combo part of the skill tree.
Flee
Level | Flee added |
---|---|
1 | +1 |
2 | +3 |
3 | +4 |
4 | +6 |
5 | +7 |
6 | +9 |
7 | +10 |
8 | +12 |
9 | +13 |
10 | +15 |
- Passive
- Requirements: (Monk) Level 5 Iron Fists, Level 5 Summon Spirit Sphere
- Required for: Raging Trifecta Blow (5), Root (5)
- Mastered at Level 10
Adds flee rate. Most Monks get 5 levels of this as a prerequisite to other skills, but is otherwise quite useless as the flee added per level does not justify using up 10 skill points on.
Raging Trifecta Blow
Level | ATK | Chance of activation |
---|---|---|
1 | 120% | 29% |
2 | 140% | 28% |
3 | 160% | 27% |
4 | 180% | 26% |
5 | 200% | 25% |
6 | 220% | 24% |
7 | 240% | 23% |
8 | 260% | 22% |
9 | 280% | 21% |
10 | 300% | 20% |
- Passive
- Requirements: (Monk) Level 5 Flee
- Required for: Raging Quadruple Blow (5)
- Mastered at Level 10
This skill randomly lands 3 consecutive hits on the target during normal melee attacks with a 1.3 second delay(decreases as amount of Agility increase) that occurs right after activation, during which one can activate Raging Quadruple Blow. As the percentage of the skill activating decreases as the skill level increases, it is advisable to leave Raging Trifecta Blow at Level 5 so that more combos can be chained.
Spiritual Cadence
Level | HP recovered | SP recovered |
---|---|---|
1 | MaxHP/500 + 4 | MaxSP/500 + 2 |
2 | MaxHP/250 + 8 | MaxSP/250 + 4 |
3 | MaxHP/166 + 12 | MaxSP/166 + 6 |
4 | MaxHP/125 + 16 | MaxSP/125 + 8 |
5 | MaxHP/100 + 20 | MaxSP/100 + 10 |
- Passive
- Requirements: (Monk) Level 2 Root
- Required for: Snap (2)
- Mastered at Level 5
This skill is activated when the Monk is sitting. Regenerates HP and SP every 10 seconds (every 20 seconds if the Monk is overweight). Not particularly useful as one has to sit down in order to benefit from this skill, which is not practical in maps with aggressive monsters as well as PvP/WoE. Most Monks invest in this skill only as a prerequisite to Snap.