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๐Ÿ‘ŠMonk Job

โš”๏ธ Reimagined Reworks โฑ 10 min read ๐Ÿ—“ Updated Nov 13, 2026
Monk 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.

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Classic 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).

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These 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

SkillMax LvTypePrerequisite
Forbidden Gate10Offensive (Physical)Critical Explosion Lv 1
Seismic Fist5Offensive (Physical, AoE)Call Spirits Lv 3
Chi Detonation5Offensive (Physical, AoE)Seismic Fist Lv 3
Heavenly Roar5Offensive (Physical, AoE)Chain Combo Lv 3
Thunder Fist5Offensive (Physical, ground)Finger Offensive Lv 1
Rising Tempest5Offensive (Physical, AoE)Triple Attack Lv 1
Fivefold Strike5Offensive (Physical, AoE)Chain Combo Lv 3
Adamant Spirit5Supportive (self buff)Dodge Lv 3
Earthshatter Strike5Offensive (Physical, ground leap)Combo Finish Lv 1
Inner Disciplineโ€”Automatic passiveIron Hand Lv 1

Damage examples assume Base Level 99. Several skills scale with Base Level / 100, capped at 99.

Class Signature: Inner Discipline

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Class 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.

WhoNormal Monk with Iron Hand Lv 1
Build3 custom attacks within 8 s, each different from the one before (A โ†’ B โ†’ A works)
ReadyFocused Chi for 8 s (buff icon)
BonusFinisher: +15% damage (+7% vs players / PvP / GvG) and +1 Spirit Sphere
Recovery10 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 Level10
TypeOffensive (Physical; melee at Lv 1-4, ranged at Lv 5-10)
ElementWeapon (Neutral resistance is also applied)
TargetEnemy
Range3 cells (Lv 1-4) / 5 cells (Lv 5-10)
AreaSingle target
Cast Time0.4 s (variable, reduced by DEX)
After-Cast Delay0.6 s
Cooldown4.5 s
SP Cost36 / 40 / 44 / 48 / 52 / 56 / 60 / 64 / 68 / 72
RequirementCritical Explosion Lv 1
Weapon / Catalyst2 Spirit Spheres
LevelDamage / Effect (Base Lv 99, before HP/SP bonus)
1148% ATK; SP counted x1
2297% ATK; SP counted x1
3445% ATK; SP counted x1
4594% ATK; SP counted x1
5742% ATK; SP counted x2
6891% ATK; SP counted x2
71039% ATK; SP counted x2
81188% ATK; SP counted x2
91336% ATK; SP counted x2
101485% 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 Level5
TypeOffensive (Physical, melee)
ElementWeapon
TargetSelf
Area3x3 (Lv 1-2) / 5x5 (Lv 3-4) / 7x7 (Lv 5) around caster
Cast TimeInstant
After-Cast Delay1.0 s
Cooldown4 s
SP Cost18 / 22 / 26 / 30 / 34
RequirementCall Spirits Lv 3
Weapon / Catalyst1 Spirit Sphere
LevelDamage / Effect (Base Lv 99, STR 100)
1268% ATK (concealed 268%); Stun 30%, 0.4 s
2446% ATK (concealed 402%); Stun 35%, 0.5 s
3624% ATK (concealed 535%); Stun 40%, 0.6 s
4802% ATK (concealed 669%); Stun 45%, 0.7 s
5981% 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 Level5
TypeOffensive (Physical, ranged)
ElementWeapon
TargetSelf
Area7x7 around caster
Cast Time0.2 s (variable, reduced by DEX)
After-Cast Delay0.5 s
Cooldown4.5 s
SP Cost46 / 52 / 58 / 64 / 70
RequirementSeismic Fist Lv 3
Weapon / Catalyst5 Spirit Spheres; Critical Explosion (Fury) must be active
LevelDamage / Effect (Base Lv 99)
1643% ATK; marked 845%
2792% ATK; marked 1072%
3940% ATK; marked 1299%
41089% ATK; marked 1526%
51237% 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 Level5
TypeOffensive (Physical, melee)
ElementWeapon
TargetSelf
Area5x5 (Lv 1-2) / 7x7 (Lv 3-5) around caster
Cast Time0.35 s (variable, reduced by DEX)
After-Cast Delay0.45 s
Cooldown4 s
SP Cost30 / 35 / 40 / 45 / 50
RequirementChain Combo Lv 3
Weapon / Catalyst1 / 1 / 2 / 2 / 3 Spirit Spheres
LevelDamage / Effect (Base Lv 99)
1237% ATK, 5x5
2475% ATK, 5x5
3712% ATK, 7x7
4950% ATK, 7x7
51188% 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 Level5
TypeOffensive (Physical, ranged)
ElementWeapon
TargetGround
Range7 cells
Area3x3 (Lv 1-2) / 5x5 (Lv 3-5)
Cast Time0.25 s (variable, reduced by DEX)
After-Cast Delay0.35 s
Cooldown2.5 s
SP Cost22 / 26 / 30 / 34 / 38
RequirementFinger Offensive Lv 1
Weapon / CatalystUp to 1 / 1 / 2 / 2 / 3 Spirit Spheres (at least 1 required)
LevelDamage / Effect (Base Lv 99, total of all hits)
11 hit: Knuckle 40% / other weapons 17% ATK
22 hits: Knuckle 160% / other 70% ATK
33 hits: Knuckle 360% / other 159% ATK
44 hits: Knuckle 640% / other 284% ATK
55 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 Level5
TypeOffensive (Physical, melee)
ElementWeapon
TargetSelf
Area5x5 around caster
Cast TimeInstant
After-Cast Delay1.0 s
Cooldown2 s
SP Cost12 / 14 / 16 / 18 / 20
RequirementTriple Attack Lv 1
Weapon / Catalyst1 Spirit Sphere
LevelDamage / Effect (Base Lv 99, AGI 100)
1127% ATK
2246% ATK
3365% ATK
4484% ATK
5603% 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 Level5
TypeOffensive (Physical, melee)
ElementWeapon
TargetEnemy
Range3 cells
Area3x3 (Lv 1-2) / 5x5 (Lv 3-5) around target
Cast Time0.3 s (variable, reduced by DEX)
After-Cast Delay0.5 s
Cooldown4.5 s
SP Cost24 / 28 / 32 / 36 / 40
RequirementChain Combo Lv 3
Weapon / Catalyst2 Spirit Spheres
LevelDamage / Effect
1120% ATK x 5 hits = 600%
2160% ATK x 5 hits = 800%
3200% ATK x 5 hits = 1000%
4240% ATK x 5 hits = 1200%
5280% 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 Level5
TypeSupportive (self buff)
Elementโ€”
TargetSelf
Cast Time0.4 s (variable, reduced by DEX)
After-Cast Delay0.3 s
Cooldown45 s
SP Cost30 / 35 / 40 / 45 / 50
RequirementDodge Lv 3
Weapon / Catalystโ€” (no Spirit Spheres)
LevelDamage / Effect
1Max HP +2%, physical damage taken -1%, 30 s
2Max HP +4%, physical damage taken -2%, 30 s
3Max HP +6%, physical damage taken -3%, 30 s
4Max HP +8%, physical damage taken -4%, 30 s
5Max 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 Level5
TypeOffensive (Physical, ground-targeted leap)
ElementNeutral
TargetGround
Range7 cells
Area7x7 around landing point; echoes 5x5 around each struck enemy
Cast Time0.4 s (variable, reduced by DEX)
After-Cast Delay0.6 s
Cooldown8 s
SP Cost60 / 70 / 80 / 90 / 100
RequirementCombo Finish Lv 1
Weapon / Catalyst3 Spirit Spheres
LevelDamage / Effect
1800% ATK initial; 80% ATK per echo; Stun 14%
21000% ATK initial; 100% ATK per echo; Stun 18%
31200% ATK initial; 120% ATK per echo; Stun 22%
41400% ATK initial; 140% ATK per echo; Stun 26%
51600% 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.
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