๐Monk Job

The Classic Reimagined Monk keeps every original skill, Asura Strike included. On top of that it gets six Sura martial arts, two Inquisitor techniques and the custom leap attack Earthshatter Strike, all fueled by Spirit Spheres. The passive Inner Discipline rewards chaining different custom attacks into an empowered finisher that gives a Spirit Sphere back. The kit plays as a sphere-managing AoE brawler with strong burst options.
โน๏ธClassic 99/50 server. Custom skills are learned from the normal skill tree with skill points, after their prerequisites: the basic ones unlock from a related class skill, the strongest ones need another custom skill (usually at Lv 3) or a signature class skill first. Values below are for the current patch (November 2026).
โ ๏ธThese skills belong to the normal Monk only. They are not inherited by Champion. Explosion Blaster, a custom skill from an earlier patch, has been removed. Any skill points spent on it are refunded automatically when you log in.
Custom Skills Overview
| Skill | Max Lv | Type | Prerequisite |
|---|---|---|---|
| Forbidden Gate | 10 | Offensive (Physical) | Critical Explosion Lv 1 |
| Seismic Fist | 5 | Offensive (Physical, AoE) | Call Spirits Lv 3 |
| Chi Detonation | 5 | Offensive (Physical, AoE) | Seismic Fist Lv 3 |
| Heavenly Roar | 5 | Offensive (Physical, AoE) | Chain Combo Lv 3 |
| Thunder Fist | 5 | Offensive (Physical, ground) | Finger Offensive Lv 1 |
| Rising Tempest | 5 | Offensive (Physical, AoE) | Triple Attack Lv 1 |
| Fivefold Strike | 5 | Offensive (Physical, AoE) | Chain Combo Lv 3 |
| Adamant Spirit | 5 | Supportive (self buff) | Dodge Lv 3 |
| Earthshatter Strike | 5 | Offensive (Physical, ground leap) | Combo Finish Lv 1 |
| Inner Discipline | โ | Automatic passive | Iron Hand Lv 1 |
Damage examples assume Base Level 99. Several skills scale with Base Level / 100, capped at 99.
Class Signature: Inner Discipline
โญClass signature: a built-in bonus every player of this job has. It needs no skill points and works automatically: follow the pattern below to trigger its bonus.
| Who | Normal Monk with Iron Hand Lv 1 |
| Build | 3 custom attacks within 8 s, each different from the one before (A โ B โ A works) |
| Ready | Focused Chi for 8 s (buff icon) |
| Bonus | Finisher: +15% damage (+7% vs players / PvP / GvG) and +1 Spirit Sphere |
| Recovery | 10 s |
Inner Discipline needs no skill points or activation; it only requires Iron Hand Lv 1. Chain different custom attacks to charge Focused Chi, then spend it on a finisher.
Building
- Builders: all eight custom attacks: Rising Tempest, Seismic Fist, Chi Detonation, Forbidden Gate, Heavenly Roar, Thunder Fist, Earthshatter Strike and Fivefold Strike.
- Land 3 qualifying casts within 8 seconds. The timer starts on the first hit and never refreshes.
- Each cast must be a different skill from the one before it. A -> B -> A works, but A -> A does not advance.
- Each cast counts once, however many enemies or hits it has. Different targets are fine, and killing blows count.
- Icons show your progress: Discipline I, Discipline II, Focused Chi, then Recovery.
Focused Chi
- After the third cast, Focused Chi is ready for 8 seconds. The cast that completed the chain can't consume it.
- Finishers: Chi Detonation, Heavenly Roar, Fivefold Strike and Earthshatter Strike. Landing one consumes Focused Chi and gives:
- +15% damage against monsters (including MVPs), or +7% against players, player-owned units and on PvP/GvG maps. The bonus applies once per enemy hit by that cast.
- 1 Spirit Sphere back (up to 5), once per cast.
- Rising Tempest, Seismic Fist, Thunder Fist and Forbidden Gate can build the chain but can't spend Focused Chi.
- A successful finisher starts a 10-second Recovery. No progress builds while Focused Chi is ready or during Recovery. If Focused Chi expires unused, Recovery does not start.
Limits
- Only manual casts that deal HP damage count. Misses, blocked hits, autocasts, normal attacks, the native Monk skills (including Asura Strike) and Earthshatter echoes can't build or spend Focused Chi.
- Hits on the Emperium do not count.
- Adamant Spirit doesn't interact with Inner Discipline.
- Death, map changes, logout, job changes and skill resets clear unused progress. A running Recovery is kept.
Forbidden Gate
A single-target finishing blow. On top of the ATK damage, it adds bonus damage based on your missing HP and remaining SP.
| Max Level | 10 |
| Type | Offensive (Physical; melee at Lv 1-4, ranged at Lv 5-10) |
| Element | Weapon (Neutral resistance is also applied) |
| Target | Enemy |
| Range | 3 cells (Lv 1-4) / 5 cells (Lv 5-10) |
| Area | Single target |
| Cast Time | 0.4 s (variable, reduced by DEX) |
| After-Cast Delay | 0.6 s |
| Cooldown | 4.5 s |
| SP Cost | 36 / 40 / 44 / 48 / 52 / 56 / 60 / 64 / 68 / 72 |
| Requirement | Critical Explosion Lv 1 |
| Weapon / Catalyst | 2 Spirit Spheres |
| Level | Damage / Effect (Base Lv 99, before HP/SP bonus) |
|---|---|
| 1 | 148% ATK; SP counted x1 |
| 2 | 297% ATK; SP counted x1 |
| 3 | 445% ATK; SP counted x1 |
| 4 | 594% ATK; SP counted x1 |
| 5 | 742% ATK; SP counted x2 |
| 6 | 891% ATK; SP counted x2 |
| 7 | 1039% ATK; SP counted x2 |
| 8 | 1188% ATK; SP counted x2 |
| 9 | 1336% ATK; SP counted x2 |
| 10 | 1485% ATK; SP counted x3 |
Notes
- ATK ratio = 500% x level x Base Lv / 100, then x30%.
- Bonus damage = (missing HP + remaining SP x multiplier + 10 x Base Lv) x 30%. The multiplier is x1 at Lv 1-4, x2 at Lv 5-9 and x3 at Lv 10. SP is counted after the skill's cost is paid. Example: Lv 10, Base Lv 99, missing 3,000 HP and 500 SP left = (3000 + 1500 + 990) x 30% = 1,647 bonus damage.
- Shown as 7 hits that share the total damage. No combo is required.
Seismic Fist
Slams the ground around you. It reveals hidden enemies, may Stun, and marks monsters for Chi Detonation.
| Max Level | 5 |
| Type | Offensive (Physical, melee) |
| Element | Weapon |
| Target | Self |
| Area | 3x3 (Lv 1-2) / 5x5 (Lv 3-4) / 7x7 (Lv 5) around caster |
| Cast Time | Instant |
| After-Cast Delay | 1.0 s |
| Cooldown | 4 s |
| SP Cost | 18 / 22 / 26 / 30 / 34 |
| Requirement | Call Spirits Lv 3 |
| Weapon / Catalyst | 1 Spirit Sphere |
| Level | Damage / Effect (Base Lv 99, STR 100) |
|---|---|
| 1 | 268% ATK (concealed 268%); Stun 30%, 0.4 s |
| 2 | 446% ATK (concealed 402%); Stun 35%, 0.5 s |
| 3 | 624% ATK (concealed 535%); Stun 40%, 0.6 s |
| 4 | 802% ATK (concealed 669%); Stun 45%, 0.7 s |
| 5 | 981% ATK (concealed 803%); Stun 50%, 0.8 s |
Notes
- Against visible targets: (400% x level x Base Lv / 100 + 2 x STR) x 45%. Against hidden or cloaked targets: (300% x level x Base Lv / 100 + 3 x STR) x 45%.
- Reveals hidden and cloaked enemies, and traps, in the area.
- Marks monsters for 5 seconds; Chi Detonation deals more damage to marked targets. Players and guardians can't be marked.
- Stun chance is 25 + 5 x level %. Normal resistance applies.
Chi Detonation
Releases a burst of chi that hits every enemy in a 7x7 area around you. Deals heavy extra damage to monsters marked by Seismic Fist.
| Max Level | 5 |
| Type | Offensive (Physical, ranged) |
| Element | Weapon |
| Target | Self |
| Area | 7x7 around caster |
| Cast Time | 0.2 s (variable, reduced by DEX) |
| After-Cast Delay | 0.5 s |
| Cooldown | 4.5 s |
| SP Cost | 46 / 52 / 58 / 64 / 70 |
| Requirement | Seismic Fist Lv 3 |
| Weapon / Catalyst | 5 Spirit Spheres; Critical Explosion (Fury) must be active |
| Level | Damage / Effect (Base Lv 99) |
|---|---|
| 1 | 643% ATK; marked 845% |
| 2 | 792% ATK; marked 1072% |
| 3 | 940% ATK; marked 1299% |
| 4 | 1089% ATK; marked 1526% |
| 5 | 1237% ATK; marked 1753% |
Notes
- Unmarked: (1500 + 450 x level)% x Base Lv / 150, then x50%. Marked: (1500 + 550 x level)% x Base Lv / 120, then x50%.
- One hit per enemy. The damage counts as ranged, so Pneuma blocks it.
- An Inner Discipline finisher.
Heavenly Roar
A roar that hits every enemy around you once.
| Max Level | 5 |
| Type | Offensive (Physical, melee) |
| Element | Weapon |
| Target | Self |
| Area | 5x5 (Lv 1-2) / 7x7 (Lv 3-5) around caster |
| Cast Time | 0.35 s (variable, reduced by DEX) |
| After-Cast Delay | 0.45 s |
| Cooldown | 4 s |
| SP Cost | 30 / 35 / 40 / 45 / 50 |
| Requirement | Chain Combo Lv 3 |
| Weapon / Catalyst | 1 / 1 / 2 / 2 / 3 Spirit Spheres |
| Level | Damage / Effect (Base Lv 99) |
|---|---|
| 1 | 237% ATK, 5x5 |
| 2 | 475% ATK, 5x5 |
| 3 | 712% ATK, 7x7 |
| 4 | 950% ATK, 7x7 |
| 5 | 1188% ATK, 7x7 |
Notes
- Damage = 500% x level x Base Lv / 100, then x48%.
- Does not inflict Fear.
- An Inner Discipline finisher.
Thunder Fist
Strikes the target area with lightning-fast blows. It hits once per skill level and deals much more damage with a Knuckle.
| Max Level | 5 |
| Type | Offensive (Physical, ranged) |
| Element | Weapon |
| Target | Ground |
| Range | 7 cells |
| Area | 3x3 (Lv 1-2) / 5x5 (Lv 3-5) |
| Cast Time | 0.25 s (variable, reduced by DEX) |
| After-Cast Delay | 0.35 s |
| Cooldown | 2.5 s |
| SP Cost | 22 / 26 / 30 / 34 / 38 |
| Requirement | Finger Offensive Lv 1 |
| Weapon / Catalyst | Up to 1 / 1 / 2 / 2 / 3 Spirit Spheres (at least 1 required) |
| Level | Damage / Effect (Base Lv 99, total of all hits) |
|---|---|
| 1 | 1 hit: Knuckle 40% / other weapons 17% ATK |
| 2 | 2 hits: Knuckle 160% / other 70% ATK |
| 3 | 3 hits: Knuckle 360% / other 159% ATK |
| 4 | 4 hits: Knuckle 640% / other 284% ATK |
| 5 | 5 hits: Knuckle 1000% / other 445% ATK |
Notes
- Per hit: (40% x level, +50% x level with a Knuckle) x Base Lv / 100, then x45%. The number of hits equals the skill level.
- If you have fewer Spirit Spheres than the listed cost, it uses all you have and still deals full damage.
- Leaves no lingering damage field.
Rising Tempest
A fast spinning strike that hits all enemies around you. Damage scales with AGI.
| Max Level | 5 |
| Type | Offensive (Physical, melee) |
| Element | Weapon |
| Target | Self |
| Area | 5x5 around caster |
| Cast Time | Instant |
| After-Cast Delay | 1.0 s |
| Cooldown | 2 s |
| SP Cost | 12 / 14 / 16 / 18 / 20 |
| Requirement | Triple Attack Lv 1 |
| Weapon / Catalyst | 1 Spirit Sphere |
| Level | Damage / Effect (Base Lv 99, AGI 100) |
|---|---|
| 1 | 127% ATK |
| 2 | 246% ATK |
| 3 | 365% ATK |
| 4 | 484% ATK |
| 5 | 603% ATK |
Notes
- Damage = (200% x level + AGI / 6) x Base Lv / 100, then x60%.
- Shown as 3 hits that share the total. No knockback.
- Cheap and short-cooldown, so it's the easiest Inner Discipline builder.
Fivefold Strike
Pick an enemy within 3 cells to strike it and the foes around it five times each.
| Max Level | 5 |
| Type | Offensive (Physical, melee) |
| Element | Weapon |
| Target | Enemy |
| Range | 3 cells |
| Area | 3x3 (Lv 1-2) / 5x5 (Lv 3-5) around target |
| Cast Time | 0.3 s (variable, reduced by DEX) |
| After-Cast Delay | 0.5 s |
| Cooldown | 4.5 s |
| SP Cost | 24 / 28 / 32 / 36 / 40 |
| Requirement | Chain Combo Lv 3 |
| Weapon / Catalyst | 2 Spirit Spheres |
| Level | Damage / Effect |
|---|---|
| 1 | 120% ATK x 5 hits = 600% |
| 2 | 160% ATK x 5 hits = 800% |
| 3 | 200% ATK x 5 hits = 1000% |
| 4 | 240% ATK x 5 hits = 1200% |
| 5 | 280% ATK x 5 hits = 1400% |
Notes
- Per hit: (80 + 40 x level)% ATK. It does not scale with Base Level.
- Always counts as melee. Can't crit. Needs no combo or mark. Does not restore HP or SP.
- An Inner Discipline finisher.
Adamant Spirit
Steels your body for 30 seconds: Max HP goes up and physical damage taken goes down.
| Max Level | 5 |
| Type | Supportive (self buff) |
| Element | โ |
| Target | Self |
| Cast Time | 0.4 s (variable, reduced by DEX) |
| After-Cast Delay | 0.3 s |
| Cooldown | 45 s |
| SP Cost | 30 / 35 / 40 / 45 / 50 |
| Requirement | Dodge Lv 3 |
| Weapon / Catalyst | โ (no Spirit Spheres) |
| Level | Damage / Effect |
|---|---|
| 1 | Max HP +2%, physical damage taken -1%, 30 s |
| 2 | Max HP +4%, physical damage taken -2%, 30 s |
| 3 | Max HP +6%, physical damage taken -3%, 30 s |
| 4 | Max HP +8%, physical damage taken -4%, 30 s |
| 5 | Max HP +10%, physical damage taken -5%, 30 s |
Notes
- The reduction applies to physical (weapon) attacks and skills only, not magic.
- Starting, refreshing or ending the buff never heals current HP.
- Removed when you change maps or warp. Doesn't interact with Inner Discipline.
Earthshatter Strike
Leap to a target cell and smash the ground, hitting a 7x7 area. Every enemy hit sends echoes to other struck enemies nearby, so dense packs take much more damage.
| Max Level | 5 |
| Type | Offensive (Physical, ground-targeted leap) |
| Element | Neutral |
| Target | Ground |
| Range | 7 cells |
| Area | 7x7 around landing point; echoes 5x5 around each struck enemy |
| Cast Time | 0.4 s (variable, reduced by DEX) |
| After-Cast Delay | 0.6 s |
| Cooldown | 8 s |
| SP Cost | 60 / 70 / 80 / 90 / 100 |
| Requirement | Combo Finish Lv 1 |
| Weapon / Catalyst | 3 Spirit Spheres |
| Level | Damage / Effect |
|---|---|
| 1 | 800% ATK initial; 80% ATK per echo; Stun 14% |
| 2 | 1000% ATK initial; 100% ATK per echo; Stun 18% |
| 3 | 1200% ATK initial; 120% ATK per echo; Stun 22% |
| 4 | 1400% ATK initial; 140% ATK per echo; Stun 26% |
| 5 | 1600% ATK initial; 160% ATK per echo; Stun 30% |
Notes
- You leap to the chosen cell. The impact lands 0.7 s after the cast finishes.
- About 0.25 s after the impact, each enemy that was hit takes one combined echo hit. It is worth (60 + 20 x level)% ATK for every other struck enemy within 5x5 of it, up to 5 echoes (Lv 5 max 800%). A lone enemy takes only the initial hit.
- Only the initial hit can Stun: (10 + 4 x level)% chance, 1 s. Normal resistance applies.
- Can miss and can't crit. Won't hit the Emperium or skill-immune monsters. Needs line of sight.
- Fails if the destination is blocked, unreachable or behind a wall, or if you're rooted or trapped. Being moved or knocked back before landing cancels the strike.
- An Inner Discipline finisher (initial hit only). Echoes don't count.
Tips
- Easy Inner Discipline loop: Rising Tempest -> Seismic Fist -> Rising Tempest, then a finisher. Chi Detonation, Heavenly Roar, Fivefold Strike or Earthshatter Strike gets +15% damage and refunds a Spirit Sphere.
- Against packs, open with Seismic Fist to mark monsters. Then use Chi Detonation (with Critical Explosion active) within 5 seconds for the marked damage.
- Manage your Spirit Spheres: Chi Detonation takes all 5 and Earthshatter takes 3. Keep Call Spirits handy and let the finisher refund cover the gap.
- Use Forbidden Gate when you're low on HP but still have plenty of SP; the bonus damage grows with both.
- Poem of Bragi reduces cast time and after-cast delay but NOT cooldown, so your skills keep cooldowns like Earthshatter Strike's 8 s and Chi Detonation's 4.5 s.