MONK

reference

Also known as: MONKS · MOUNTAIN-ORDER · MOUNTAINORDER · MOUNTAIN-MONK · MOUNTAINMONK

Help: Monk Description The Monk is a prestige class of the hidden Mountain Order: radiation- hardened wasteland fighters who turn discipline, balance, breath, and brutal empty-hand technique into a complete endgame combat style. Monk abilities are skills, never spells. The class uses movement rather than a separate Ki meter, and its long road is designed around sustaining a close-range fight instead of stepping out of it. Monks fight best with empty hands or WEAPON_UNARMED fist weapons. Swords, guns, and ordinary weapon families break the Mountain Order form and disable many Monk attacks, passives, firearm defenses, and sustain hooks. Becoming a Monk Monk is entered through the Longwalker prestige path as class option 22. You must have at least 25 Barbarian remorts and 25 Samurai remorts before the Monk path is available. Level 1-50 Skills Level 1: Mountain Stance - Permanent rooted combat stance. Iron Palm - Opens the main damage chain. Level 5: Breakfall - Passive knockdown resistance. Level 8: Wasteland Step - Short high-speed offensive/evasive state. Level 10: Centering Breath - Direct HP and movement recovery. Level 12: Conditioned Body - Passive physical damage conditioning. Level 15: Redirect - Permanent yielding/counter stance. Iron Hand Proficiency - Automatic heavy barehand strike. Level 18: Deflecting Hand - Passive firearm-reading defense. Level 20: Rising Knee - Heavy second step after Iron Palm. Level 23: Nerve Strike - Damroll/hitroll suppression. Level 25: Bone Breaker - Damage-reduction break. Adamant Hand Proficiency - Rarer, much heavier passive strike. Level 30: Low Sweep - Dodgeroll break and control-chain opener. Level 32: Evasion - Passive chance to avoid an area attack entirely. Level 33: Shoulder Check - Strong control follow-up after Low Sweep. Level 35: Chain Fists - Compact high-force strike sequence. Level 38: Palm Guard - One-hit defensive reaction and opening maker. Level 40: Circle Break - Room-wide physical pressure attack. Still Mind - Cleanse plus a major combat buff. Level 42: Toxin Discipline - Passive poison-affect resistance. Level 45: Mountain's Answer - Redirect-only counterattack. Level 48: Flowing Hands - Defense can feed an opening into Iron Palm. Level 50: Fivefold Path - Main base-class finisher. The Monk's Barehand Engine Monk does not rely only on typed commands. Ordinary fist combat has several additional Mountain Order layers: - Mountain Order Form Strikes begin as soon as Iron Palm is known. Normal combat can erupt into Stone-Splitting Palm, Gatebreaker Knee, Temple Bell, Falling Gate, or Mountain Hammer as those base skills become available. The automatic form chance grows from roughly one quarter of combat rounds toward a 75 percent cap. At 900 remorts, Master of Chains can make one form flow directly into a second form, eventually reaching a 50 percent follow-through cap. - Iron Hand Proficiency at level 15 is a frequent heavy structural hit. It can also leave the target with a 24-second damage-reduction and dodge penalty. - Adamant Hand Proficiency at level 25 is rarer and substantially harder. It leaves a 30-second damage-reduction, dodge, and combat-speed penalty. - Mountain Hand is the Monk's guaranteed ordinary-melee progression. Empty-hand and WEAPON_UNARMED fist-weapon TYPE_HIT blows become x2 at 50 Monk remorts, x3 at 100, x4 at 150, and x5 at 200. Named Monk techniques do not receive this multiplier; they keep their own skill scaling. - At 200 Monk remorts, Mountain Break becomes automatic. Every eligible fist or named Monk damage packet has a 10 percent chance to become a committed x10 damage breakthrough. Mountain Hand is separate, so a normal 200-remort TYPE_HIT blow can carry its x5 Mountain Hand force and still erupt into Mountain Break. These passive attacks do not consume Iron Palm/Rising Knee/Resonant Palm setup marks. The automatic form-strike system also does not consume Pain Is a Teacher; that lesson is preserved for a deliberately chosen technique. Modern Monk Combat Ratings Monk has direct consumers for ratings that previously did very little for the class: - Melee Power directly increases Monk fist damage. Every 100 rating is approximately +10 percent conventional fist damage, up to a +75 percent dependable lane. - Critical now drives ordinary Monk criticals instead of only feeding the ultra-rare server-wide Luck Strike. Monk fist attacks start with a 5-percent conventional crit floor, add the visible Critical rating, and cap at 65 percent. Hundred Fists is capped at 35 percent per hand because it produces many separate packets. A Mountain Critical normally lands at about 180-250 percent force depending on remorts and Melee Power. - Monk receives +5 permanent Critical rating at 100, 250, 500, 750, 1000, 1250, 1500, 1750, and 2000 Monk remorts. - Major Wound on Monk buffs now works on named Monk physical techniques as well as ordinary melee. The normal Major Wound system can temporarily reduce a victim's maximum HP; the rating controls its wound pressure and severity. Stances and Combat Buffs Mountain Stance and Redirect are permanent until released, but they are mutually exclusive. Mountain Stance begins at: +200 damage reduction, +200 dodge, +3 one-hit, +100 damroll, -10 combat speed, +100 Melee Power, +150 Major Wound, +12 Critical. Redirect begins at: +200 damage reduction, +250 dodge, +4 one-hit, +150 damroll, -15 combat speed, +150 Melee Power, +200 Major Wound, +18 Critical. Both scale heavily with Monk remorts and long-road disciplines. Mountain Stance is the rooted, durable line; Redirect is the faster, more evasive and counter-oriented line. Temporary Monk combat buffs are also real offensive packages now: - Wasteland Step: dodge, DR, one-hit, damroll, speed, Melee Power, Major Wound, and Critical. - Still Mind: cleanse plus DR, dodge, one-hit, damroll, speed, Melee Power, Major Wound, and Critical. - Palm Guard: a short full combat buff plus one guarded incoming line. - Iron Circle: group DR/dodge plus Melee Power, Major Wound, and Critical. - Bullet Time: major dodge/DR/offense plus its separate gunfire dodge. - Hundred Fists: continually refreshes a brutal full combat package while the sustained barrage is active. Stance Damage Control Monk stances now defend with more than visible DR/dodge ratings. Mountain Stance carries the class's strongest reliable percentage mitigation; Redirect uses lower steady mitigation plus Empty Gate glancing reductions; Hundred Fists adds a smaller physical hand-curtain while its barrage is running. Damage and Control Chains The primary damage chain is: Iron Palm -> Rising Knee -> Fivefold Path Iron Palm and Rising Knee setup windows now normally last 30 seconds, or 40 seconds with Rune of the Five Scars. A Flowing Hands opening can extend Iron Palm by another 5 seconds. The control branch is: Low Sweep -> Shoulder Check Important current debuffs include: - Iron Hand: up to -125 DR and -90 dodge for 24 seconds. - Adamant Hand: up to -200 DR, -125 dodge and +5 combat speed for 30 seconds. - Bone Breaker: -60 DR for 24 seconds, growing to -125 DR for 30 seconds with the later road. - Low Sweep: -50 dodge for 18 seconds, becoming -75 and/or 24 seconds with Stone Root and Ten Thousand Repetitions. - Nerve Strike: -35 hitroll/damroll for 20 seconds, improving later. - Shoulder Check: -35 hitroll/damroll/dodge for 20 seconds, or -55 for 28 seconds when it consumes your Low Sweep setup. - Circle Break Mastery: -50 dodge for 20 seconds on survivors. - Nerve Lock: large hitroll/damroll/dodge suppression that scales toward -100 for as long as 36 seconds. Combo/opening marks belong to the Monk who created them. Another Monk cannot steal your Iron Palm, Rising Knee, Flowing Hands, Low Sweep, or Resonant Palm setup. Sustain: Breath Through Violence Centering Breath is useful from level 10, but it also establishes the Monk's combat-sustain identity. Real fist damage can recycle a percentage of damage dealt into HP and movement. At first the sustain is modest. Iron Breath at 100 Monk remorts turns it into a serious engine, and Stillness in Ruin, The Mountain Endures, the active stance, and later disciplines deepen it. The raw HP leech lane is capped at 22 percent of damage dealt; movement recovery uses five additional percentage points. Per-violence-tick budgets prevent Hundred Fists from refilling an entire character once for every individual hand. Centering Breath itself starts near 9 percent max HP / 14 percent max move and can become much stronger through Iron Breath, Stillness in Ruin, The Mountain Endures, Stone Prayer, and Last Mountain. Remort Techniques and Disciplines 10 Hundred Fists - Monk fork of the Pugilism engine. 50 Mountain Order Discipline - Accuracy and movement economy. Mountain Hand II - Ordinary TYPE_HIT fist melee becomes x2. 100 Iron Breath - Combat sustain and stronger Centering. Mountain Hand III - Ordinary TYPE_HIT fist melee becomes x3. 150 Pain Is a Teacher - Store one incoming-hit lesson. Mountain Hand IV - Ordinary TYPE_HIT fist melee becomes x4. 200 Stone Root - Rooted defense and knockdown control. Mountain Hand V - Ordinary TYPE_HIT fist melee becomes x5. Mountain Break - Automatic 10% x10 fist breakthrough. 250 Whirling Throw - Damage plus knockdown attempt. 300 Counter Current - Redirect/counter mastery. 400 Tempered Bones - Body conditioning and stronger breaks. 500 Empty Hand Doctrine - Broad barehand damage mastery. 550 Circle Break Mastery - Stronger AoE and -50 dodge pressure. 600 Waste Walker Discipline - Movement economy and Step mastery. 700 Ten Thousand Repetitions - Damage, accuracy, and Mountain Flow. 750 Nerve Lock - Heavy physical suppression. 800 Unbroken Line - Strengthens defensive combat buffs. Iron Circle - Group combat protection/offense. 900 Master of Chains - Chain mastery and two-form follow-up. 950 Resonant Palm - Finisher resonance setup. 1000 Stillness in Ruin - Recovery, Still Mind, condition defense. 1100 Sevenfold Ruin - Heavy one-packet seven-impact burst. 1250 Mountain Without Walls - Stance/Step/Circle mastery. 1350 Bullet Time - Extreme firearm defense and combat buff. 1500 Last Order Master - Late damage/accuracy/flow mastery. 1600 Diamond Discipline - Broad hostile-affect resistance. 1750 Body as Weapon - Late barehand damage and efficiency. 1850 Last Palm - Wounded-target finisher. 2000 The Mountain Endures - Capstone cheat-death and final mastery. Hundred Fists At 10 Monk remorts, hundredfists enters the existing Pugilism clock engine with a separate Mountain Order identity. It requires empty hands/fist weapons and continues spending movement while active. Each combat pulse begins with roughly 4-7 heavy hands. The road adds more hands at 200, 500, 900, 1500, 1750, and 2000 remorts, reaching roughly 12-15 hands at the top. Each landed hand can inflict one of the existing stun, deafen, slow, or bleed combat debuffs. When at least eight hands land in a pulse, the chain collapses into the [HUNDREDTH HAND] finisher. Before 1500 remorts that finisher ends Hundred Fists. Last Order Master at 1500 lets the rhythm continue after it lands. While Hundred Fists is active it continually refreshes a four-second package starting around +200 DR, +200 dodge, +5 one-hit, +150 damroll, -15 speed, +175 Melee Power, +225 Major Wound, and +20 Critical, then scales upward. Permanent Remort Growth Monk also receives permanent applies in addition to named disciplines. Highlights include four extra one-hit milestones at 100, 500, 1250 and 1750; large HP/movement/armor packages through 500; +25 dodge and +25 damage reduction at 500; and nine +5 Critical milestones through 2000. From remorts 1-1000 the road repeatedly adds armor, HP, movement, dodge, DR, damroll, hitroll and arcane dampening. From 1001-2000 the progression becomes slower but continues HP, movement, damroll, dodge, DR, armor and arcane dampening all the way to the end. Monk Class Legacy Runes The Mountain Order has four class-specific runes: Stone Prayer - 75 Monk / 85 total, costs 10/10. Turning Hand - 350 Monk / 370 total, costs 20/20. Five Scars - 750 Monk / 770 total, costs 20/20. Last Mountain - 1250 Monk / 1275 total, costs 25/25. Use help monkrunes or the individual rune name for the detailed effects. Base Commands mountainstance ironpalm wastelandstep centering redirect risingknee nervestrike bonebreaker lowsweep shouldercheck chainfists palmguard circlebreak stillmind mountainanswer fivefold Remort Commands hundredfists whirlingthrow nervelock ironcircle resonantpalm sevenfold bullettime lastpalm Use remortskills to see your live Monk unlocks as you progress. See Also: mountain-forms, mountain-break, hundred-fists, monk-criticals, monkrunes, mountain-flow, longwalk, remortskills, classlegacy Class Skills and Spells (Levels 1-50) The following are assigned by class.c at their minimum class levels. Level 1: Iron Palm Level 1: Mountain Stance Level 5: Breakfall Level 8: Wasteland Step Level 10: Centering Breath Level 12: Conditioned Body Level 15: Iron Hand Proficiency Level 15: Redirect Level 18: Deflecting Hand Level 20: Rising Knee Level 23: Nerve Strike Level 25: Adamant Hand Proficiency Level 25: Bone Breaker Level 30: Low Sweep Level 32: Evasion Level 33: Shoulder Check Level 35: Chain Fists Level 38: Palm Guard Level 40: Circle Break Level 40: Still Mind Level 42: Toxin Discipline Level 45: Mountain's Answer Level 48: Flowing Hands Level 50: Fivefold Path Class-remort abilities and class legacy runes are separate from this list. See Also: skills, practice, remortskills, classlegacy