The Monks of Aetolia
Founded centuries ago, the Sentaari are an order of monks whose long-standing traditions centre around the idea of balance, both in the self through the honing of mind, body, and spirit, and in the universe at large. From their Monastery in the Duiran Heartwood, the Sentaari live a life free of civilisation's influence, one where the Cycle is paramount and the safeguarding of Dia'ruis, Duiran, and Sapience as a whole remains a priority.
The rigorous training undertaken by the Sentaari renders them uniquely qualified to interact with the void - that place of emptiness between the planes. Utilising skills practised only within the Monastery, the Sentaari alone are capable of banishing things to the void and drawing things out of it that were once lost in order to remedy imbalances.
Like all Monk professionals, the Sentaari practice the martial arts of Tekura to strengthen their bodies, Telepathy to hone their minds and destroy that of their enemies, and the skill of Kaido to harness the friction from conflict between Shadow and Spirit in order to bolster their own spirits.
Where the Sentaari differ from hedge monks or wandering pilgrims is their focus on discipline. Prolonged interaction with the void takes a significant toll on the psyche and one of the greatest challenges facing the order is to avoid succumbing to this mental threat through meditation, constant vigilance, and a stable mind.
Monk
Most of the Tekura abilities are affected by a variety of factors. First, being in a stance modifies the damage and speed of each Tekura attack. You will always want to be in some stance or another while using Tekura. Second, the higher your Tekura, the more likely you are to hit an opponent with a particular attack, and the more damage you will do with that attack.
Tekura also has a kata attached to each belt. Mastering a kata will give you a bonus to damage and accuracy for skills at that belt rank. To master a kata, you should first practice the form. When you think you are ready, someone else can grade you in that kata. If you successfully complete the kata under the grading, you will be considered a master of that form. While it is not a requirement to master and be graded on your kata, doing so will increase your damage by 2%. Only someone who is either a black belt, or at least three belts above you, and has mastered the kata themselves, can grade another.
Commands:
KATAS - View a list of katas you know.
DEMONSTRATE <kata> - Demonstrate a kata.
GRADE <person> <kata> - Grade another on a kata.
GRADERS will display everyone online that can currently grade you.
Tekura
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Combo
DescriptionSyntax: COMBO <target> <[ab] [param]> <[ab] [param]> <[ab] [param]>
This ability allows you to hone your Tekura abilities and unleash a full three-attack combo at once. You can combine stances, throws, kicks, and punches as one, including what limb they should strike.
Example: COMBO DRAIMAN MNK LEFT SPP RIGHT SPP RIGHT
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Katas
DescriptionSyntax: KATAS
DEMONSTRATE <kata>
GRADERS
GRADE <person> <kata>By practising your martial art through performances known as katas, you can greatly improve your martial form and technique. Each kata requires that you first obtain a certain belt in Tekura, done by learning lessons in the skillset before you may practice it.
Once you are of the required belt, you can then begin to practice the form. When you think you are ready, someone else can grade you in that kata. If you successfully complete the kata under the grading with no missteps, you will be considered a master of that form.
While mastering the various katas is not a requirement, doing so will improve the damage of various attacks in your repertoire by 2%.
Only someone who is either a black belt or at least three belts above you, and has mastered the kata themselves, can grade another.
Belt | Kata | Bonus to
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1) White | Jakata | Jab, Hook, Palmstrike, Snapkick
2) Grey | Lisagi | Uppercut, Throatstrike
3) Yellow | Rhee | Hammerfist
4) Green | Philos | Sidekick, Roundhouse
5) Blue | Tykorima | Slam
6) Orange | Opha | Spear, Bladehand, Moonkick
7) Red | Nexus | Wrench
8) Purple | Kali | Backfist, Spinkick
9) Bronze | Do-san | Axekick
10) Silver | Rhythos | Whirlwind, Thunderkick
11) Gold | Krull | Jumpkick, Backbreaker
12) Black | <n/a> | <n/a>DetailsKata Damage Bonus 2%
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Bodyblock
DescriptionSyntax: BDB and UNBLOCK BODY
Base chance: 25%Although bracing your muscles in the body block will be a constant drain on your mental reserves, you will attempt to reduce all cutting and blunt damage you receive by half from adventurers and denizens.
DetailsBase Block Chance 25%
Affected Damage Types Cutting and Blunt
Damage Reduction on Block 50%
Balance Recovery 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Evadeblock
DescriptionSyntax: EVB and UNBLOCK EVADE
Your training in physical combat allows you a 3% chance to evade those that would try to attack you, providing you are not prone. The focus this block requires is a constant drain on both your mental reserves and willpower.
DetailsEnemy Base Accuracy Reduction 3%
Balance Recovery 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Slam
DescriptionSyntax: SLT <target>
Should your opponent be upon the ground, you can pick them up and slam them painfully back into the ground. This throw will also counter and end any momentum a tumbling opponent may have.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 0 + 18%
Armour Modifier 30%
Balance Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsCannot be flying in the sky.
Considered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Dash
DescriptionSyntax: DASH <direction>
Your trained physique allows you to quickly dash in a particular direction, until there is nowhere left to go.
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Wrench
DescriptionSyntax: WRT <target> [<LEFT|RIGHT> <ARM|LEG>]
Your strong hands can now easily grip and wrench your opponent's limbs free of their sockets, causing tremendous trauma to that limb providing they are not standing and crippling it in the process. If the limb is already broken, then the trauma dealt is halved.
If all your opponent's arms and legs are crippled, they will be defenseless enough for you to forcefully wrench their neck and deliver a blow that will smash it completely. This will give them the crippled throat, smashed throat, and whiplash afflictions.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 0 + 18%
Bleeding 200 bleeding
Armour Modifier 30%
Limb Trauma Dealt 14.00%
Broken Limb Trauma Penalty 50% reduction
Balance Recovery 3.20 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Guarding
DescriptionSyntax: GUARD <limb> or GUARD NOTHING
Similar to the weapon-user's parry ability, you will guard a specific limb and effectively nullify all damage to it if you are unhindered. However, if you are standing when you guard the limb, you will also snatch your opponent's arm and twist it, disrupting their own parry.
You can guard either the head, torso, left arm, right arm, left leg, or right leg.
You will be unable to guard a limb if you become prone (see HELP PRONE). Being fallen is excluded from this list.
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Kipup
DescriptionSyntax: KIPUP
You can kip up immediately into your last stance if someone trips you to the floor, even if you are off balance.
DetailsEndurance Cost 50 endurance
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Armblock
DescriptionSyntax: ASB and UNBLOCK ARMS
Base chance: 10%This block will allow you to look for openings and counter with a blow to your opponent's arms when they deal direct damage to you. It requires at least one free arm to act and will drain your mental reserves to upkeep. The strike cannot be parried and will not break limbs on its own.
You may not use the leg strike block simultaneously with this block.
DetailsBase Block Chance 10%
Limb Trauma Dealt 8.00%
Trauma Damage Type Blunt
Trauma Damage Source Brute
Balance Recovery 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Legblock
DescriptionSyntax: LSB and UNBLOCK LEGS
Base chance: 10%By focusing upon your footwork, you can look for openings to counter with a blow to your opponent's legs when they deal damage to you. It requires at least one free leg to act and will drain your mental reserves to upkeep. The strike cannot be parried and will not break limbs on its own.
You may not use the arm strike block simultaneously with this block.
DetailsBase Block Chance 10%
Limb Trauma Dealt 8.00%
Trauma Damage Type Blunt
Trauma Damage Source Brute
Balance Recovery 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Tripblock
DescriptionSyntax: TRB and UNBLOCK TRIP
Base chance: 10%Assailants beware. With a bit of mental attention directed to your surroundings, should an opponent whom you haven't attacked tries to score a sly hit on you, you will try and counter by tripping them to the ground. It requires at least one free leg to act and will drain your mental reserves to upkeep.
This block will not work if you have recently fled combat, you must stand your ground.
DetailsBase Block Chance 10%
Balance Recovery 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires both arms functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Feint
DescriptionUsage: FEINT <target> <limb>
By feinting an attack towards a particular limb, you can cause your opponent to shift their parry and upset their balance in fear.
Cooldown: 5 seconds
DetailsTarget Location Same location
Balance Upset 0.40 seconds
Balance Recovery 3.75 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Pinchblock
DescriptionSyntax: PNB and UNBLOCK PINCH
Base chance: 15%This powerful block searches for an opening in your opponent and strikes with a pinching blow to the neck that knocks them unconscious, but only when they deal damage to you first. You will only be successful if they are under two fifth's of their maximum health and you have at least one healthy arm. This requires a lot of focus and will have a constant tax on your mental reserves.
DetailsBase Block Chance 15%
Target Health Threshold 40%
Unconscious Duration on Block 5.00 seconds
Balance Recovery 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Backbreaker
DescriptionSyntax: BBT <target>
If your opponent is on the ground, you may lift them into the air and bring them back first down upon your knee, dealing powerful trauma to their torso. If they are suffering a crippled limb, then the force will weaken their back momentarily. If you manage to weaken their back three times in a row, then you will snap their spine and instantly kill them.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 200 + 32%
Armour Modifier 30%
Limb Trauma Dealt 20.00%
Instant Death Threshold On 3 backbreakers
Weak Back Duration 20 seconds
Balance Recovery 3.25 seconds
Left Hand Recovery 3.25 seconds
Right Hand Recovery 3.25 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both arms functional.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
- You can utilize the following stances
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Horse
DescriptionSyntax: HRS
The most basic fighting stance, the Horse stance is taught for its balanced strength and ease of use.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Kick damage: +10% Throw speed: +0.25s
Kick speed: -0.5s
Punch damage: +10%
Punch speed: -0.5s
Block chance: +5% -
Eagle
DescriptionSyntax: EGS
This stance is named for its incredible speed, not unlike the strike of the soaring eagle. It is however weak in damage and doesn't provide much defense.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Stancing has no balance cost. Kick damage: -30%
Kick speed: -1.3s Punch damage: -30%
Punch speed: -1.3s
Block chance: +5% -
Cat
DescriptionSyntax: CTS
At the cost of power and speed, the defensive ability of the Cat stance is unmatched, allowing for catlike reflexes.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Guarding will stun. Kick damage: -20%
Throw speed: -0.75s Punch damage: -20%
Block chance: +50% -
Bear
DescriptionSyntax: BRS
The unrelenting might of the bear allows you to strike even if your arms are broken. It is the pugilist stance of choice.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Can punch with crippled arms. None.
Punch damage: +20%
Speed: -0.5s
Block chance: +10% -
Panda
DescriptionSyntax: PDS
The Panda stance is a fighting style that dramatically increases your striking power while drunk. Due to the nature of needing to be inebriated though, its usefulness is entirely dependant on just how well the user can stay cognizant for.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Kick damage: Scales Chance to trip and miss while drunk.
Punch damage: Scales
Speed: -1s to +1s
Block chance: +15% -
Rat
DescriptionSyntax: RTS
A more complex stance for the intermediate, the Rat stance is balanced and swift, often being taught as a replacement to the beginners Horse stance. It offers a sturdy fighting style.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Kick damage: +10% None.
Kick speed: -1s
Punch damage: +10%
Punch speed: -1s
Block chance: +10% -
Scorpion
DescriptionSyntax: SCS
By trading off nearly all defensive abilities, you can attack with incredible power and speed. Your kicks and punches will sting like the tail of the scorpion.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Kick damage: +30% Throw speed: +0.3s
Kick speed: -1s Block chance: -15%
Punch damage: +20% Max kai energy: -25 kai
Punch speed: -1s -
Cobra
DescriptionSyntax: CBS
By keeping a safe distance, you can weave to and fro and strike with two consecutive kicks alike the cobra. While you'll be unable to punch in this stance, it does free your hands for tools such as a shield.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Can kick twice. Cannot punch.
Kick damage: +10%
Kick speed: -1s
Throw speed: -1s
Block chance: +10%
Limb damage: +20% -
Phoenix
DescriptionSyntax: PHS
With the clarity of the Phoenix, you can focus your mind and fluidly incorporate the Telepathic and Kaido arts into your fighting style. There is some trade off however.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Kick speed: -0.5s None.
Punch speed: -0.5s
Telepathy speed: -0.25s
Max kai energy: +20 kai
Block chance: +20% -
Tiger
DescriptionSyntax: TGS
The tiger bites hard and deep. With this stance you can inflict greater damage to their limbs and muscles. However, your kicks will be weaker then other stances, and your throws will slightly suffer.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Kick speed: -0.5s Kick damage: -10%
Punch speed: -0.5s Throw speed: +0.5s
Block chance: +5%
Limb damage: +20% -
Wolf
DescriptionSyntax: WFS
When you are in the Wolf stance, canine precision and execution allow you to greatly increase your accuracy against effects that might normally make you miss.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Kick damage: +20% None.
Kick speed: -1s
Punch speed: -1s
Throw speed: -0.3s
Accuracy: +20% -
Dragon
DescriptionSyntax: DRS
The superior stance in all around power, speed, and reflexes. More of a state of mind than physical prowess, the Dragon is the culmination of the Tekura fighting art to provide the most balanced fighting style to the master. It replaces the intermediate Rat stance in all around usefulness.
Tekura Modifiers:
Pros Cons
-------------------- --------------------
Damage resist: +10% None.
Kick damage: +15%
Kick speed: -1s
Punch damage: +10%
Punch speed: -1s
Throw speed: -0.1s
Block chance: +15% - You can perform the following punches
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Jab
DescriptionSyntax: JBP <target>
Throw your arm forward in a quick jab at your opponent.
This punch may be used with the TARGET ability in Weaponry to attack any part of the opponent's body.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 75 + 3%
Base Damage (Denizen) 125
Armour Modifier 66%
Limb Trauma Dealt 5.00%
Arm Balance Recovery 3.00 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Hook
DescriptionSyntax: HKP <target>
The hooked motion of this punch plants your fist firmly into your opponent's torso.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 120 + 5%
Base Damage (Denizen) 170
Armour Modifier 66%
Limb Trauma Dealt 5.50%
Arm Balance Recovery 4.00 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Uppercut
DescriptionSyntax: UCP <target>
In an upward punch, deal a mighty blow to your opponent's head.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 150 + 5%
Base Damage (Denizen) 200
Armour Modifier 66%
Limb Trauma Dealt 5.50%
Arm Balance Recovery 4.00 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Palmstrike
DescriptionSyntax: PMP <target>
Using your palm, you can strike your opponent directly on their solar plexus. This will cause them to lose the benefits of levitation.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 75 + 2%
Base Damage (Denizen) 125
Armour Modifier 66%
Limb Trauma Dealt 3.00%
Arm Balance Recovery 3.50 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Hammerfist
DescriptionSyntax: HFP <target> [LEFT|RIGHT]
With great hammering strength, you will bring your fist down directly on your opponent's leg.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 120 + 3%
Base Damage (Denizen) 170
Armour Modifier 66%
Limb Trauma Dealt 5.50%
Arm Balance Recovery 4.00 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Spear
DescriptionSyntax: SPP <target> [LEFT|RIGHT]
This punch is used with a rigid 'spear' hand. With your knowledge of musculature, you're able to hit just the right spot on your opponent's arms to damage them.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 120 + 5%
Base Damage (Denizen) 170
Armour Modifier 66%
Limb Trauma Dealt 5.50%
Arm Balance Recovery 4.00 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Throatstrike
DescriptionSyntax: TSP <target>
By forming a clawed fist, you can attack the throat of your opponent and dislodge their larynx. This will cripple their throat and cause watery eyes.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 75 + 2%
Base Damage (Denizen) 125
Armour Modifier 66%
Limb Trauma Dealt 3.00%
Arm Balance Recovery 3.00 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Backfist
DescriptionSyntax: BFP <target>
This backhanded blow aimed at their head will rattle your opponent and send their mind into a short-lived state of turmoil, as well as dealing damage and a small amount of trauma.
During this time, any strike with Tekura will have a chance to become obscured as to which limb side was struck.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 75 + 2%
Base Damage (Denizen) 125
Armour Modifier 66%
Limb Trauma Dealt 3.00%
Turmoil Obfuscation Chance 30% on hit
Turmoil Duration 120 seconds
Arm Balance Recovery 3.50 seconds
RequirementsRequires equilibrium.
Costs 15 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Bladehand
DescriptionSyntax: BLP <target> [LEFT|RIGHT]
Hand flat like a blade, you can strike out at the arms of your opponent to try and disarm them of their wielded items.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 75 + 2%
Base Damage (Denizen) 125
Armour Modifier 66%
Limb Trauma Dealt 3.00%
Arm Balance Recovery 3.00 seconds
RequirementsRequires equilibrium.
Costs 10 endurance to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
- You can perform the following kicks
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Sidekick
DescriptionSyntax: SDK <target>
Twist your body and kick sideways to deliver a solid blow high on your opponent's torso, dealing damage and trauma.
If their torso is broken, then the attack will upset their balance and equilibrium.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 300 + 9%
Base Damage (Denizen) 320
Armour Modifier 66%
Limb Trauma Dealt 9.00%
Balance Upset Bonus 0.75 seconds
Equilibrium Upset Bonus 0.75 seconds
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Snapkick
DescriptionSyntax: SNK <target> [LEFT|RIGHT]
Snap your feet in a kick aimed directly at your opponent's legs, dealing some damage and trauma.
If the struck leg is broken, then it will cause them to hobble when attempting to move.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 225 + 7%
Base Damage (Denizen) 245
Armour Modifier 66%
Limb Trauma Dealt 9.00%
Hobble Duration 45 seconds
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Roundhouse
DescriptionSyntax: RHK
This sweeping kick will strike everyone in present in your location, assuming they are within reach.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 100 + 12%
Armour Modifier 66%
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Sweep
DescriptionSyntax: SWK <target>
Quickly drop onto one palm and sweep the legs of your opponent out from under them, knocking them to the ground, and injuring their ankle in the process.
DetailsTarget Location Same location
Balance Recovery 4.20 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Moonkick
DescriptionSyntax: MNK <target> [LEFT|RIGHT]
This kick, so called because the foot travels in the arc of a crescent moon, attacks the arms of your opponent, dealing damage and trauma.
If the struck arm is broken, then it will weaken their grip on their wielded items, making them more vulnerable to disarming attempts.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 225 + 7%
Base Damage (Denizen) 245
Armour Modifier 66%
Limb Trauma Dealt 9.00%
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Thunderkick
DescriptionSyntax: TNK <target>
By performing a flip into a roll, you can bring your leg over your head in quick motion and deliver a deadly blow aimed at your opponent's head.
The attack will only land if both arms of your opponent are broken, but when it does, it will be incredibly decisive and knock them unconscious.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 210 + 9%
Base Damage (Denizen) 230
Armour Modifier 66%
Limb Trauma Dealt 5.50%
Unconsciousness Duration 4 seconds
Balance Recovery 3.25 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Thrustkick
DescriptionSyntax: THK <target> <direction>
Using your great leg power, you will thrust your leg out to kick your opponent away in the specified direction.
DetailsTarget Location Same location
Movement Type Physical
Denizens Follow Yes
Adventurers Follow Yes
Mounts Follow Yes
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Scythekick
DescriptionSyntax: SCK <target>
With an incredibly fast kick, you can shred away an opponent's magical shield with this scything attack.
DetailsTarget Location Same location
Balance Recovery 3.60 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Axe
DescriptionSyntax: AXK <target>
Like the swing of an axe, this head-aimed kick is somewhat slow but with an emphasis on power. Your opponent must be upon the ground, else you will miss your attack.
If the opponent is suffering from a mangled head, then the blow will snap the neck and instantly kill them.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 300 + 25%
Base Damage (Denizen) 320
Armour Modifier 66%
Limb Trauma Dealt 9.00%
Balance Recovery 7.50 seconds
RequirementsRequires balance and equilibrium.
Costs 30 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Whirlwind
DescriptionSyntax: WWK <target>
The most impressive of all kicks, this one is essentially a spinning crescent kick aimed at the head of an unlucky opponent, dealing damage and trauma.
If they are fallen, then it will deal a slightly extra amount of damage to the head.
If the head is broken, then it will also stun them.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 225 + 9%
Base Damage (Denizen) 245
Armour Modifier 66%
Limb Trauma Dealt 9.00%
Limb Trauma Bonus +3.50%
Stun Duration 1.20 seconds
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Spinkick
DescriptionSyntax: SPK <target>
Spin to generate momentum to release a powerful kick towards your opponent's torso, dealing more health damage then Sidekick, but less trauma.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 330 + 18%
Base Damage (Denizen) 350
Armour Modifier 66%
Limb Trauma Dealt 6.00%
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 15 endurance to use.
Requires both legs functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Jumpkick
DescriptionSyntax: JPK <target> [stance]
By starting from an adjacent location, you can launch yourself into a flying kick that will slam into your opponent's torso, knocking them to the floor, stunning them, and causing some trauma and bruising.
If they have recently fled from combat, then the stun will persist for longer.
If you specify a stance, then you will flow into it after your jump kick at no cost.
DetailsTarget Location Adjacent location
Damage Type Blunt
Damage Source Brute
Base Damage 225 + 18%
Armour Modifier 66%
Limb Trauma Dealt 6.00%
Movement Type Dashing
Denizens Follow Yes
Adventurers Follow Yes
Mounts Follow Yes
Stun Duration 1.50 seconds
Stun Duration (Fleeing) 2.50 seconds
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 endurance to use.
Requires both legs functional.
RestrictionsCannot have paresis.
Considered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Roleplaying a Monk
The Sentaari Monastery houses a sect of Duirani monks dedicated to the defense of Dendara. Trained in martial arts and harnessing Kai, energy born from violence itself, they are merciless when facing any that threaten the wilds or Duiran.
What is Kai?
Kai is a type of energy that is created when there is combat, more specifically defined as the clash of Shadow and Spirit, diametrically opposed elements that affect much of the world of Aetolia. It gathers up as a monk fights, and can be unleashed in many ways, to break bones, to heal allies, or to stun enemies.
What is Dendara?
Dendara is a plane housing great Spirits of animals and beasts, and covered in wilderness. It bears a deep connection to Duiran, the Sentaari's home, tethered to the Council by the sacrifice of the Goddess Lleis. It has been suffering corruption by Shadow, something that manifests in corrupt, violent spirits and in rotspawn, monsters made of rot and decay. As it is tethered to the Prime, harm to it means harms to the world at large. The Sentaari are uniquely able to banish away the rotspawn using Kai, as otherwise, they'd simply sink back into the plane and reform.
Sentaari learn this skill once they become full members, and it is only through the rigorous Sentaari training that one is fit to do it. A monk that leaves the Monastery will find that they lack the discipline.
How do Monk skills work?
Tekura is mixed martial arts, made up of punches, kicks, throws and stances. It has a system of ranks by belt color, ending in black belts.
Telepathy is mental manipulation, invading the mind of another and seeing as they see, implanting fears and afflictions in their head, as well as destroying them by unlacing their psyche.
Kaido is the manipulation of Kai and the internal energies of the body. Making yourself more resilient by sheer will, or breaking an opponent's bones with a blast of energy are both things that fall under Kaido.
Sentaari monks have a balance of body, mind and spirit in their three skills, all of which have a component of discipline and deep focus to master.
Visual style of the class
The skills of the monk class are very focused on the body and martial arts, making for an aesthetic of high physical prowess and clothes and accessories that allow for extensive movement.
Side effects of the class skills
Practitioners of Tekura spend their entire lifetimes in training, hardening their bones and growing more and more proficient. This may result on calloused or scarred skin, gnarled limbs from repeated breaks, and a generally muscular frame. The wielding of Kai may have harmful effects, requiring ultimate focus, and may cause scars and burns on the extremities if used incorrectly.
Roleplaying the class
The Sentaari demand extreme discipline and focus, and a full commitment to the task they have been assigned. While the Sentinel and the Shaman, the other guilds of Duiran, have a spiritual aspect in ancestors and direct connections to spirits, the Sentaari have only their community and skills made from their own training, making them very attuned to the Council of Duiran and its immediate needs. A Sentaari monk will spend most of their time training their abilities, and what is left of it assisting the others, be it by gathering herbs for a ritual, or by fighting alongside their allies. Being so physically-focused, they tend to be high energy, for better or worse.