Guides · Monk
1.19.07 MON Creation Guide
Monk
Creation
by Xebek |
Archetype: Offensive Fighter Primary Attributes: STR, DEX, VIT Continents: Kojan, Qalia |
Strength and dexterity are the Monk's primary attributes. Strength helps the Monk do as much damage as possible. Dexterity gives him a greater chance of landing critical melee hits. Some Monks then choose vitality for greater regeneration in combat to use abilities more often. Others choose constitution to be better at off-tanking.
Building a good Monk takes some careful planning at the character creation screen and requires you to learn a handful of tactics in the lower levels.
Selecting
the Right Race
Monks of all races start with the same attributes, but the
choice
of race can affect how many points the Monk automatically gets placed
into its prime attributes.
Starting
attributes:
| STR |
CON |
DEX |
VIT |
INT |
WIS |
| 40 |
40 |
45 |
35 |
25 |
25 |
Each character
gets 20 attribute
points
(AP) per level, starting at level 10. 6 of your AP are placed
for you automatically--one per attribute (STR, CON, DEX, VIT, INT,
WIS). 4 points are assigned to attributes based on your race if you are
not a human (humans are kojani, mordebi, qaliathari, and thestran).
You can
place 10 (14 for humans) wherever you want to within soft caps of 5 per
level.
Additionally,
characters get
racial bonuses to their soft caps. These
are called preferred stats and allow characters of a race to flesh out
in a way that reflects the traits of the race. Non-human races get 4
bonus points to soft caps (usually two or three attributes only) while
human
races get 6, 1 for each attribute. Thus, a human can be more balanced,
while a non-human becomes more specialized.
The table below shows the attribute scores at level 50 before
gear
and buffs for
the Monk based on the race selected. We've highlighted the best
results for each of the primary attributes for you. It is possible to
reach the soft cap for three attributes as a human, but those soft caps
may be lower than those attainable by other races.

Racial
Abilities
The other important factor to consider when picking the race for your
Monk is racial abilities. With their short durations and long
recasts,
racial abilities are less important than attributes in the selection
process, but they can be used to pick between races that are otherwise
equal. The racial abilities are listed below.Kojani: Spirit of Jin
This ability will immediately restore 45% of energy and hit points to the target. This ability has a diminishing effect on any target that has benefitted from this ability (used by another player) in the last 10 minutes. Recast is 30 minutes.
Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking
Goblin: Hex of Ghalnn
Whoever is afflicted by this hex will return 3% of the mana and hit points for every hit that is made on them. The effect lasts for 60 seconds. Recast is 15 minutes.
Small Race: 2% bonus to evasion
Crafting: +10 Reasoning
Harvesting: +5 Mining
Half Elf: Symbol of Jin
This ability will apply a rune to every member of the group for 60 seconds, which will mitigate damage by 15%. Recast is 30 minutes.
Human Ingenuity: + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Finesse
Harvesting: +5 Skinning
Orc: Fury of Ghalnn
For the next 7 seconds after this ability is activated, you will receive a 10% increase to damage and 100% of all the damage you do will return to you in the form of hit points. Recast is 15 minutes.
Large Race: 2% bonus to mitigation
Crafting: +10 Problem Solving
Harvesting: +5 Quarrying
Raki: Planar Shift
While this ability is active, you will gain a 50% mitigation to all spell damage. Recast is 30 minutes.
Animal Reflexes: 10% bonus to run speed.
Crafting: +10 Reasoning
Harvesting: +5 Reaping
Qaliathari: Swiftness of the Sands
For this next 10 seconds, you will evade all melee attacks and spells. Recast is 30 minutes.
Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Ingenuity
Harvesting: +5 Lumberjacking
Dark Elf: Spawn of Haelufir
This ability allows you to summon forth a small drake for a short duration. The type of drake you summon will be based on class and level. Each type of drake will have a variety of effects at their disposal, ranging from group auras, to breath attacks. The higher level drakes will also learn spells that are sympathetic with their associated class. Recast is 30 minutes.
Elven Wisdom: 2% reduction in mana cost
Crafting: +10 Finesse
Harvesting: +5 Skinning
Mordebi: Curse of the Ancients
This ability stuns the target for 8 seconds, and reduces the aggro range to 0. The target will not assist/aggro while stunned, and the effect does not generate any aggro. Recast is 30 minutes.
Human Ingenuity + 10 bonus to all weapon skills, and dodge.
Crafting: +10 Finesse
Harvesting: +5 Reaping
Level 1-10 Tactics
As a Monk you will have not have much
trouble soloing.
Leveling 1-10 you should cut down your enemies one at a time, but be
sure to
check what level your foe is, as you may find the monsters around your
level
(white con) will easily slay you. Clearly, you will also find that
monsters yellow con, and
especially red con, are a lot harder and you will need to work harder
to kill
them. Also check the dot level of monster depending on the
monster's
abilities; a 3 dot Blue con will put up a fight equivalent to (or
usually
greater than) a 2 dot Yellow con. If you want to play it safe, stick
with 2 dot
white and yellow con monsters and the occasional 3 dot blue. If you do
need to
slay a monster you cannot defeat on your own, you can always ask
another player
for help.
Monks have there own
special pool of
points known as Jin, which you gain by successfully performing
abilities. Some
abilities gain you more Jin points than others (you can find the Jin
gain or cost in
the abilities’ details). You can use your Jin points to
perform special spells
and abilities, but don’t leave them unused for to long
because your Jin points
will decay overtime.
The Iron
Fists of the
Lowbie Monk
Monks can use many weapons, such as Martial Swords and Claws,
but at level 1-10 you will find that your own fists out-damage most
weapons for
your level.
You will level 1-6 quickly. Be sure
you check your Monk
trainer for new spells every 1
or 2 levels. At
level 6 you will gain your first Chain ability called
Flying Kick. To use this attack, you must first gain a critical hit;
then you
will see the ability lights up and you have 10 seconds to use the
attack.
Flying Kick can hit for huge amounts of damage and it costs little
endurance, so
be sure to keep on eye on it and use when ready.
Watch your
back!
As a Monk, you can’t afford to take to many hits, so getting
attacked by two monsters at the same time can get you into a lot of
trouble. Keep an eye out for aggressive monsters around you. When
beginning a fight with
a monster, it's normally best not to charge in. Pulling a monster to
you is a lot
more effective. Monks can use shuriken ranged weapons
to hit a monster from long range, making it charge to them.
It's important to take out the aggressive monsters in an
area first.
Look around and find those that will attack you on site and those that
will
only attack if you attack them first (To check if a monster will attack
you,
just target it. Aggressive mobs will have a red name while
non-aggressive ones
will have a white name.). Obviously, the mobs that will aggro you if
you run by
must be eliminated before you start hunting the non-aggro mobs.
If you do happen to aggro 2 monsters and you still have a good amount
of health
left, then you can use your area of effect (AoE) attacks to hit both of
them at
the same time. You can learn your first AoE attack, Whirling Storm, at
level 8. Whirling Storm does damage to all opponents within 10m, but
watch out; if
there are non-aggressive mobs around you, they will also take damage
and begin
attacking you.
Other
Monk Resources at Ten Ton
Hammer
- Monk Class Guide
- Monk Skills (coming soon!)
- Know Your Role - Offensive Fighter
- Guide
to Vanguard Statistics