The Monk of Aetolia

The Monk is Aetolia’s martial-arts class, an untethered class in Duiran trained in the Sentaari monastery to wield Tekura (the body), Kaido (the manipulation of Kai energy), and Telepathy (the mind).
| At a glance | |
|---|---|
| Tether | Untethered (Sentaari guild aligns Spirit; class is mechanically free) |
| City | Duiran |
| Guild | Sentaari (Patron: Lexadhra, the Indelible) |
| Skill sets | Tekura, Kaido, Telepathy |
| Mirror class | None. Monk is mechanically untethered. |
| Sister class in guild | Voidseer |
| Signature mechanic | Kai energy generated by combat, spent to strike, heal, or stun |
| Best for | Players who want disciplined martial-arts combat with mental and energetic depth |
The Sentaari Monastery houses a sect of Duirani monks dedicated to the defense of Dia’ruis, the Plane of Life. They train in martial arts and harness Kai, energy born from the clash of Shadow and Spirit. They are merciless when facing any that threaten the wilds or Duiran.
This is the martial-artist class of Aetolia. If you want to play a disciplined fighter who builds energy by fighting and spends it to break bones, heal allies, or unravel an enemy’s psyche, the Monk is the most direct expression of that fantasy in the game.
Origin and lore
Founded centuries ago, the Sentaari are an order of monks whose traditions center on balance: in the self, through the honing of mind, body, and spirit; and in the universe at large, through the safeguarding of the Cycle. From their Monastery in the Duiran Heartwood, the Sentaari live a life free of civilization’s influence, one in which the Cycle is paramount and the protection of Dia’ruis, Duiran, and Sapience as a whole takes priority.
What separates the Sentaari from hedge monks and wandering pilgrims is their focus on discipline. The rigorous training the Sentaari undertake renders them uniquely qualified to interact with the Void, the place of emptiness between the planes. Using skills practiced only at the Monastery, the Sentaari alone are capable of banishing things to the Void and drawing things out of it that were once lost, all in order to remedy imbalances in the world.
Prolonged interaction with the Void takes a significant toll on the psyche. One of the greatest challenges facing the order is to avoid succumbing to this mental threat through meditation, constant vigilance, and a stable mind.
The Sentaari guild aligns with Spirit, but the Monk class itself is mechanically untethered. This is unusual in Aetolia. It reflects the order’s role as a balance-keeper: they stand for the Cycle, not for Spirit’s victory over Shadow.
Skill sets
The Monk skill sets are Tekura, Kaido, and Telepathy. Each skill aligns with one part of the body-mind-spirit balance the Sentaari teach.
Tekura is mixed martial arts. It covers punches, kicks, throws, and stances, with a ranked progression by belt color that ends in the black belts of master Tekura practitioners. The art strengthens the body and disciplines the strike.
Kaido is the manipulation of Kai and the body’s internal energies. Kai is energy created when there is combat, specifically defined as the clash of Shadow and Spirit. It gathers up as the Monk fights and can be unleashed in many ways: to break bones, to heal allies, to stun enemies. Through Kaido, the Monk can also harden their own resilience by sheer will. The skill is what makes a Monk feel like more than a martial artist.
Telepathy is the mental art. The Monk invades the mind of another, seeing as they see, implanting fears and afflictions, and destroying their psyche by unlacing it from the inside. Telepathy is the parallel to a Shadow class’s afflictions, channeled through mental rather than magical means.
Sentaari monks carry a balance of body, mind, and spirit in their three skills, all of which require discipline and deep focus to master.
Skill abilities
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.
Against adventurers, 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%
Base Damage (Denizen) 475
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>
You can now dash in a particular direction, allowing you to move through multiple rooms at once. Adventurers will only follow you if they have the ability to pace themselves, or through some other means.
DetailsMax Distance 10 rooms
Movement Type Dashing
Denizens Follow Yes
Adventurers Follow Yes*
Mounts Follow Yes
RequirementsRequires balance and equilibrium.
Costs 5 endurance to use.
Requires both legs functional.
RestrictionsCannot be entangled.
Cannot have paresis or be paralysed.
Cannot be fallen.
Cannot be used while phased.
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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 instead of trauma.
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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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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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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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 crippled. 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 than 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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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 a basic attack against denizens.
Considered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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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 4.50%
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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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%
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, causing trauma to the head as well as a crippled throat and watery eyes.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 75 + 2%
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%
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%
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 a basic attack against denizens.
Considered 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 present in your location, assuming they are within reach.
DetailsTarget Location Same location
Damage Type Blunt
Damage Source Brute
Base Damage 210 + 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, tripping them to the ground, and leaving them with a sore ankle.
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%
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. Adventurers will resist your attempt to move them if they are protected by the density defence.
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%
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]
JPK <denizen> <direction> [stance]By starting from an adjacent location, you can launch yourself into a flying kick that will slam into your opponent. If it connects, it will knock them to the floor, stun them, and cause some trauma to the torso.
If they have recently fled from combat, then the stun will persist for longer.
Against denizens, you will need specify their direction and it only knock them to the ground and cause some blunt damage.
If you specify a stance, then you will flow into it after your jump kick at no cost.
This attack cannot be parried.
DetailsTarget Location Adjacent location
Damage Type Blunt
Damage Source Brute
Base Damage 225 + 18%
Base Damage (Denizen) 245
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 or be paralysed.
Considered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Kaido
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Weathering
DescriptionSyntax: WEATHERING
Your budding control over your body will assist you in keeping warm during cold weather while outdoors and mitigate damage from cold attacks. Depending on how cold the weather is, you may need extra clothing regardless.
DetailsDamage Type Cold
Resistance 15%
Felt Temperature 80% felt temp, 20% average temp
RequirementsCosts 10 willpower to use.
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Vitality
DescriptionSyntax: VITALITY
Providing you have full health and mana, you can call upon your adrenal glands to heal you significantly should your health drop below a quarter of its maximum.
Cooldown (when triggered): 180 seconds
DetailsHealing 40%
Health Threshold 25%
Cooldown (when triggered} 180 seconds
Equilibrium Recovery 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 willpower to use.
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Sturdiness
DescriptionSyntax: STAND FIRM
By concentrating on increasing your mass, you are able to gain immunity from most physical attempts to move you. Additionally, should you be feared it will have no effect while you remain firm. You will lose this defence should you move.
DetailsEquilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
RestrictionsCannot be fallen.
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Toughness
DescriptionSyntax: TOUGHNESS
By increasing the density of your skin, you are able to decrease the amount of damage you will take from physical cutting attacks.
DetailsDamage Type Cutting
Resistance 10%
RequirementsCosts 20 endurance to use.
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Clotting
DescriptionSyntax: CLOT [#]
This ability will allow you to partially clot your bleeding in trade for your mana. You can specify how many times you wish to clot if need be. If you input no amount, then you will try and clot away 20 bleeding by default.
DetailsDefault Amount 20 bleeding
Mana Cost 4 per point
Willpower Cost 0.25 per point
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Regeneration
DescriptionSyntax: REGENERATION <ON|OFF>
When you are wounded, you can force your body it heal itself at the cost of some mana and willpower. No action is needed on your behalf, it will happen passively once turned on.
DetailsHealing 100
Regeneration Timer Every 6 seconds
Mana Upkeep 40
Willpower Upkeep 15
RequirementsCosts 5 endurance to use.
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Courage
DescriptionSyntax: COURAGE
A few seconds after using this ability, you will be filled with a sense of courage.
DetailsCourage Delay 6 seconds
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Resistance
DescriptionSyntax: RESISTANCE
Due to your increased bodily control, you are able to reduce the damage from magical attacks.
DetailsDamage Type Magic
Resistance 15%
RequirementsCosts 20 willpower to use.
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Nightsight
DescriptionSyntax: NIGHTSIGHT
Your eyes are now keen at capturing light allowing you to see in the dark.
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Enlightenment
DescriptionSyntax: SEEK ENLIGHTENMENT
After a brief delay, deep meditation will return you to the monastery. You may not do anything while you wait.
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Repetition
DescriptionThis ability is passive.
Through repetition of constantly taking on various stances and the addition of muscular training, your body now inherently knows how to take a stance with no effect to your balance. There is a short cooldown after taking a stance before you'll gain the benefits of this ability a second time.
Cooldown: 20 seconds
DetailsCooldown 20 seconds
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Restoration
DescriptionSyntax: RESTORE
By channeling your mental power into healing energy, you are able to repair any crippled limbs within your body through force of will. Should those limbs be broken however, then you will be unable to mend them. There is a scaling equilibrium cost depending on how many limbs are healed.
DetailsMana Cost 200 per limb
Willpower Cost 20 per limb
Equilibrium Recovery 2.50 seconds per limb
RequirementsRequires balance and equilibrium.
RestrictionsCannot be paralysed.
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Projectiles
DescriptionSyntax: PROJECTILES <ON|OFF>
You can now heighten your bodies reflexes and improve your chances of dodging or diverting a ranged attack. This will tax your mind in order to upkeep. You can read HELP AVOIDANCE for more information.
DetailsDodge Type Ranged
Dodge Bonus +25%
Divert Type Ranged
Divert Bonus +10%
RequirementsCosts 5 endurance to use.
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Constitution
DescriptionSyntax: CONSTITUTION
Strengthen the constitution of your stomach, preventing yourself from becoming nauseous.
DetailsEquilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
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Splitting
DescriptionSyntax: SPLIT MIND and JOIN MIND
By splitting your consciousness into dual parts, you will begin to meditate constantly with your second mind. Benefits include replenishment of your mental reserves and a slight reduction in all around mana use.
DetailsMana Cost Reduction 15%
Mana Gain 5%
Mana Gain Timer Every 8 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 200 willpower to use.
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Breathing
DescriptionSyntax: HOLD BREATH
By holding your breath, you can greatly reduce the potency of asphyxiating attacks and prevent yourself from drowning or inhaling harmful gases. You will not be able to perform any other actions while holding your breath and as long as you continue holding it your health will slowly drain away.
DetailsDamage Type Asphyxiation
Resistance 80%
Self Damage 6%
Damage Timer Every 7 seconds
RequirementsRequires balance and equilibrium.
Requires an unimpaired throat.
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Consciousness
DescriptionSyntax: CONSCIOUSNESS
Your power of concentration is such that you will be able to heighten your consciousness of the self, boosting your wisdom by two and increasing the amount of willpower you will regenerate over time.
DetailsWisdom Bonus +2
Willpower Regeneration 10
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Immunity
DescriptionSyntax: IMMUNITY
Your increased mastery over your body allows you to control your blood flow to burn away the next venom you are poisoned with.
Cooldown: 120 seconds
DetailsCooldown 120 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
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Boosting
DescriptionSyntax: BOOST REGENERATION
This ability, when used in conjunction with regeneration, alters the rate of regeneration to a more favourable mana-to-health ratio.
DetailsHealing Bonus +100
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Transmute
DescriptionSyntax: TRANSMUTE <HEALTH|MANA> <0-1000>
This will allow you to instantly transmute your mana or health into the other. There is no equilibrium or balance cost associated with this.
DetailsMaximum Amount 1000
Willpower Cost 10 per point
RequirementsRequires balance and equilibrium.
RestrictionsCannot be paralysed.
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Numbness
DescriptionSyntax: NUMB
With a very clever method of concentration, you are now able to numb yourself to damage received, at least temporarily. When the numbness wears off, all the damage you soaked will be received in one blow, although it will be largely reduced.
If you have sensitivity, your numbness will be rendered useless and you will receive damage like normal. Bonus damage from sensitivity will not be applied while you are numb.
Cooldown (after effect): 20 seconds
DetailsDamage Reduction 60%
Numbness Duration 10 seconds
Cooldown (after effect) 20 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 endurance to use.
RestrictionsCannot be paralysed.
- You can utilize the following Kai energy techniques
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Trance
DescriptionSyntax: KAI TRANCE and BREAK TRANCE
Additional syntax: KAI
By focusing your mind, you will become sensitive to the flow of energy within those that reside in your location, allowing you to generate what is known as kai energy and perform feats of incredible power.
To begin with, once you have assumed the necessary trance after a delay, you will obtain an initial flux of kai energy to make use of. However, as you use your kai abilities, this kai will deplete until none is left. Using KAI will allow you to see how much kai you have.
Restoring this energy can be achieved by standing in the same location with those who you have declared an enemy at a passive rate. The amount of kai you gain is increased if you face up against multiple foes at once. If there are none, then your kai will slowly decay instead.
Use of the trance will drain your mana over time to upkeep, and should you break your trance, you will lose all accumulated kai energy.
After using an ability that consumes your kai energy, you will not be able to generate kai for a short period afterward. Be cautious of how and when you use your kai energy.
Kai Generation Cooldown (after use): 800 csecs
DetailsActivation Delay 6 seconds
Starting Kai Energy 100 kai energy
Kai Generation Timer Every 3 seconds
Base Kai Gain 6 kai energy
Per Enemy 3 kai energy
Kai Energy Decay 1 kai energy
Kai Generation Cooldown (after use) 800 csecs
Balance Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Requires an unimpaired throat.
RestrictionsConsidered an aggressive action.
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Choke
DescriptionSyntax: KAI CHOKE <target>
Cost: 20 kai energyBy manipulating the Kai energy that flows around us all, you are able to choke the life out of anyone in your local area. Should they afflicted with a crippled throat, the damage will be increased.
DetailsTarget Location Same area
Damage Type Asphyxiation
Damage Source Arcane
Base Damage 400 + 18%
Added Bonus Damage (Crippled throat) +10% to proportional damage
Equilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 25 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Nurture
DescriptionSyntax: KAI NURTURE <target> [limb]
Cost: 60 kai energyBy utilising your kai to heal another, you can restore the state of limb trauma upon someone else. If you do not specify a limb, then it will heal the limb with the highest amount of trauma.
You can use this skill on the following limbs:
Head, torso, left arm, right arm, left leg, and right leg.DetailsTarget Location Same location
Kai Cost 60 kai energy
Limb Trauma Healed 50.00%
Equilibrium Recovery 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an assisting action.
Cannot be entangled, paralysed, or fallen.
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Cripple
DescriptionSyntax: KAI CRIPPLE <target>
Cost: 40 kai energyBy surrounding your opponent in a vice of cracking Kai, each arm and leg is slowly crushed over a brief delay. This crushing force will eventually leave every limb crippled as the Kai energy fades, the order chosen at random.
DetailsTarget Location Same location
Kai Cost 40 kai energy
Effect Delay Between 0.2 and 0.4 seconds
Equilibrium Recovery 3.80 seconds
RequirementsRequires balance and equilibrium.
Costs 50 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Strike
DescriptionUsage: KAI STRIKE <target>
Cost: 20 kai energyDraw Kai energy into your fist and land a blow against their chest. In doing so, the energy will enter their torso and begin to heal it anew. Once a few seconds pass, the energy will then surge with havoc, damaging each limb and the head with trauma for a portion of the trauma the torso originally had.
Cooldown: 25 seconds
DetailsTarget Location Same location
Kai Cost 20 kai energy
Activation Delay 3 seconds
Trauma Division 20% of total to each limb
Cooldown 25 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 30 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Heal
DescriptionSyntax: KAI HEAL [ALL]
Cost: 20 kai energyAn incredibly potent healing ability, you can suffuse yourself in kai energy that will heal you of nearly all wounds. You can additionally choose to heal all allies within your location instead, however the healing will be reduced and not as potent.
DetailsKai Cost 20 kai energy
Self Heal 75% health
Group Heal 20% health
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 20 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an assisting action.
Cannot be entangled, paralysed, or fallen.
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Banish
DescriptionSyntax: KAI BANISH <target>
Cost: 60 kai energyAn extremely powerful ability, this allows you to rip space apart at the exact location of your target. This transports him temporarily to an area between time. The amount of time they will be banished for will be 2 seconds multiplied by every enemy of yours in the same location before banishment.
After you have banished a target, that same target will not be able to be banished again for a short while.
DetailsTarget Location Same location
Kai Cost 60 kai energy
Base Banish Duration 0 seconds
Bonus Duration (per enemy) +2 seconds
Maximum Banish Duration 12 seconds
Banish Immunity (on target) 15 seconds
Equilibrium Recovery 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
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Enfeeble
DescriptionSyntax: KAI ENFEEBLE <target>
Cost: 70 kai energyThis ability will throw a massive shockwave of kai energy at your opponent, cutting his current health and mana in half and stunning him briefly. If they are shielded, then it will destroy the shield instead.
DetailsTarget Location Same location
Kai Cost 70 kai energy
Health Drain 50% of current health
Mana Drain 50% of current mana
Stun Duration 1.00 seconds
Mana Instant Kill Immunity (on target) 5 seconds
Equilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Will bypass magical shields.
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Deliverance
DescriptionSyntax: KAI DELIVERANCE
Cost: 80 kai energyOnce activating this ability, there will be a short delay. After this time, anyone who uses an aggressive ability that targets you, or deals active damage to you, will die instantly in a massive backlash of Kai energy afterward.
While in this state, your remaining Kai energy will slowly drain away. Once you run out, you will leave this heightened state of mind.
DetailsKai Cost 80 kai energy
Channel Time 5.00 seconds
Max Deliverance Duration 20 seconds
RequirementsRequires balance and equilibrium.
Costs 300 willpower to use.
Requires at least one arm functional.
RestrictionsConsidered an aggressive action.
Cannot be entangled, paralysed, or fallen.
Telepathy
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Sense
DescriptionSyntax: MIND SENSE <target>
With this ability, you are able to seek out the mind of another player, gaining knowledge of his physical location. There is no equilibrium or balance cost to perform this.
DetailsRequirementsCosts 10 mana to use.
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Locking
DescriptionSyntax: MIND LOCK <target>
MIND CEASETelepathy is a powerful ability, but it all begins by forming a mental lock with your subject first. Mind locks take time to form as you break down the mental barriers of their subconscious, however the more adept you are at Telepathy, the faster you will be able to penetrate their mind. Once you have locked minds, a mental battle will begin as you attempt to hold control of your subject. The less willpower you have compared to your subject, the more likely you will be detected and ejected from his mind.
The time it takes to form a lock and the willpower cost of maintaining it is reduced when in the same location and elevation as your target.
When locking minds with someone who has declared you an ally, the time it takes is reduced to 5 seconds, and the willpower drain is half that of the base rate. These values are then set and cannot be modified.
DetailsTarget Location Same area
Mindlock Time (Skillpoints) From 120 down to 30 seconds
Minimum Mindlock Time 5 seconds
Willpower Drain 10 + 0.1%
Same Location Time Reduction 50%
Same Location Drain Reduction 25%
Set Mindlock Time (Ally) 5 seconds
Set Willpower Drain (Ally) 50% of base drain
Willpower Struggle Ejection 200% more willpower
Willpower Struggle Detection 130% more willpower
RequirementsCosts 100 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Dissolve
DescriptionSyntax: MIND DISSOLVE
Should you have a mind lock already, this skill will allow you to dissolve it.
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Glance
DescriptionSyntax: MIND GLANCE
Glance through the eyes of your target that you have locked minds with, allowing you to see their location as though you were there yourself.
DetailsRequirementsCosts 15 mana to use.
Costs 10 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Telesense
DescriptionSyntax: TELESENSE <ON|OFF>
Due to your heightened telepathic awareness, you are able to, at the
cost of a small mana drain, detect telepathic energy in the area. -
Throw
DescriptionSyntax: MIND THROW <direction>
By coaxing the motor cortex, you can have the target of your mind lock walk unsteadily in a direction of your choice.
DetailsMovement Type Normal
Denizens Follow No
Adventurers Follow No
Mounts Follow Yes
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 mana to use.
Costs 30 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Fullsense
DescriptionSyntax: FULLSENSE
By sending out an invisible telepathic web, you can quicky detect and find all minds within your local area.
DetailsEquilibrium Recovery 4.00
RequirementsRequires balance and equilibrium.
Costs 200 mana to use.
Costs 40 willpower to use.
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Listen
DescriptionSyntax: MIND LISTEN and MIND UNLISTEN
You are now able to direct audio sensory input of your target over the telepathic link and to your own mind. This will allow you to overhear conversations either within the location or through direct tells. Due to the ongoing effort required to maintain this ability, there is a constant loss of mental strength.
DetailsEquilibrium Recovery 4.00 seconds
Equilibrium Recovery (Unlisten) 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 400 mana to use.
Costs 80 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Isolate
DescriptionSyntax: MIND ISOLATE and MIND DEISOLATE
This ability will isolate a mind locked player from all mental communication they may attempt to send or receive. Normal communication such as speaking or shouting will still be heard.
DetailsEquilibrium Recovery 4.00 seconds
Equilibrium Recovery (Deisolate) 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 500 mana to use.
Costs 100 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Link
DescriptionSyntax: MIND LINK <telepath>
MIND UNLINKBy opening up a one way channel to another telepath, you are able to lend them some of your mental strength. This allows for telepathic feats that would otherwise be impossible.
It will also speed up the time it takes to achieve a mind lock on another for the telepath you are supporting.
DetailsTime to Mindlock 20% reduction
Equilibrium Recovery 2.00 seconds
Equilibrium Recovery (Unlink) 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 willpower to use.
RestrictionsConsidered an assisting action.
Cannot be frozen.
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PsyCombat
DescriptionSyntax: PSYCHALLENGE <player>
Psychic combat is a telepathic battle between two players where the goal is to crumple your opponent's mind. There is no penalty for losing, however those with deathsight will feel the moment a game is decided. There are only seven commands associated with psychic combat that may be used, and when you accept you will be transported to a special location out of harm's way. Most other commands will not work until the game is complete.
You can do the following in psychic combat:
PSY BLAST:
Blast your opponent's mind and attack their mental fortitude.PSY BARRIER:
Erect a barrier that protects your mind from psychic blasts.PSY WHIP:
Tear away your opponent's mental barrier if they have one.PSY SURGE:
If your opponent has less than half of their mental energy, you can end the match in a surge of psychic power. This is costly to perform and could result in your own loss if misjudged.PSY PROBE:
Use your mind to determine your opponent's mental energy.PSY MEDITATE:
Meditate your mind in order to recover your mental energy. This is a slow process.PSY ESCAPE:
This takes some time, during which you may not do anything else. Once the ability is successful, an exit will open up, allowing you to escape. -
Probe
DescriptionSyntax: MIND PROBE <ME|target>
By probing your subjects mind, you can gather a small amount of information on their mental activity without needing to form a mindlock. Your probe can reach as far as the local area.
DetailsTarget Location Same area
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 mana to use.
Costs 30 willpower to use.
RestrictionsCannot be frozen.
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Transfer
DescriptionSyntax: MIND TRANSFER <telepath>
Using this ability will allow you to transfer a mind lock to another telepath. The target telepath must be in the same area as you, for this is a delicate operation.
DetailsTarget Location Same area
RequirementsRequires balance and equilibrium.
Costs 100 mana to use.
Costs 20 willpower to use.
RestrictionsConsidered an assisting action.
Cannot be frozen.
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Insight
DescriptionSyntax: MIND INSIGHT <ON|OFF>
Your ability to project psychic force allows you to view the surface thoughts of others in your location, or if you have locked minds with another.
In order to see what another is thinking, they must make use of the THINK command.
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Empathy
DescriptionSyntax: MIND EMPATHY and MIND UNEMPATHY
This ability will allow you to form an empathatic link between you and your locked target, allowing you to heal the other periodically at the cost of your own body. This ability comes with a mental drain in order to upkeep your empathatic link.
DetailsHealth Transfer 15% of health
Transfer Timer Every 4 seconds
Equilibrium Recovery 4.00 seconds
Equilibrium Recovery (Unempathy) 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 250 mana to use.
Costs 50 willpower to use.
RestrictionsConsidered an assisting action.
Cannot be frozen.
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Clarity
DescriptionSyntax: CLARITY
Clarity of mind is a defence against a weakened psyche, protecting you one time against the effects of dementia, hallucinations, or psychosis.
You will not be able to use this skill if you are afflicted by any affliction from the antipsychotic tree.
Please see HELP CURE ORDER for more information on afflictions from the antipsychotic tree.
DetailsEquilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 mana to use.
Costs 15 willpower to use.
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Command
DescriptionSyntax: MIND COMMAND <command>
You have gained sufficient knowledge of the workings of the mind that you can now command your mind locked target into performing a single action of your choice.
Cooldown: 30 seconds
DetailsCooldown 30 seconds
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 200 mana to use.
Costs 40 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Cloak
DescriptionSyntax: MIND CLOAK <ON|OFF>
Cloak your telepathy from the senses of others. This will hide you most notibly from TELESENSE and make it more difficult to be detected when you are locked with another mind.
It will also make it easier to retain a mind lock, giving your opponent worse odds of ejecting or detecting your telepathy when your willpower runs low.
DetailsMindlock Struggle Bonus +10% to thresholds
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Hypersense
DescriptionThis ability is passive.
Your sensitivity to telepathic power has been heightened to the extreme, allowing you to make better use of Telesense. You can now see who is attempting to lock minds with another person, or yourself. Additionally they will be unable to hide themselves through cloaking their telepathy.
This ability will also improve the odds that you will either eject or detect a telepath's mind lock that is upon you.
You must be maintaining your Telesense in order to receive these benefits.
DetailsMindlock Struggle Wall -20% to telepath
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Clairvoyance
DescriptionThis ability is passive.
Your skill at telepathy has increased that you can now use minor telepathy attacks while off balance. Doing so however, will incur an extra equilibrium cost as compared to normal.
Skills that benefit from this:
Fear, Paralyse, Stupidity, Confuse, Recklessness, Epilepsy, Anorexia, Deadening, Amnesia, Divine, and Command.DetailsAdded Equilibrium Recovery 1.00 seconds
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Barrier
DescriptionSyntax: MIND BARRIER and MIND UNBARRIER
You are now able to protect a locked player against other telepathic attempts to control him by wrapping your mind around his.
DetailsEquilibrium Recovery 4.00 seconds
Equilibrium Recovery (Unbarrier) 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 500 mana to use.
Costs 100 willpower to use.
RestrictionsConsidered an assisting action.
Cannot be frozen.
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Scan
DescriptionSyntax: MIND SCAN
This powerful ability will allow you scan through the mind of your locked target and gain a large amount of information about them and their inventory.
DetailsRequirementsRequires balance and equilibrium.
Costs 200 mana to use.
Costs 40 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Travel
DescriptionSyntax: MIND TRAVEL
Requires the linked mind of a friendly telepath.An extremely complicated ability, this will allow you to create a pathway between your location and your locked target, transporting you instantly there. There is no equilibrium cost to use this maneuver.
DetailsMana Cost 500
Movement Type Magical
Denizens Follow No
Adventurers Follow No
Mounts Follow No
RequirementsRequires balance and equilibrium.
Costs 100 willpower to use.
RestrictionsCannot be frozen.
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Reconstitute
DescriptionSyntax: MIND RECONSTITUTE
Replenish your mana and willpower over time, at a cost in the form of a health and endurance drain. Using the ability again will turn it off.
If you fall below 50% health during the process, the effect will come to an end.
DetailsHealth to Mana 1% of max health
Endurance to Willpower 1% of max endurance
Effect Timer Every 4 seconds
Health Threshold Failure Below 50% health
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
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Wrench
DescriptionSyntax: MIND WRENCH <to target>
This powerful telepathic ability allows you to throw whoever you have locked to a specified target. Note that this ability is powerful and will break your mind lock in the process.
DetailsTarget Location Same area
Movement Type Magical
Denizens Follow No
Adventurers Follow No
Mounts Follow No
RequirementsRequires balance and equilibrium.
Costs 600 mana to use.
Costs 80 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Net
DescriptionSyntax: MIND NET <ON|OFF>
At a constant mana drain, this ability throws up a telepathic net over the local area, informing you whenever anyone moves into or out of range of the net.
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Sapience
DescriptionSyntax: MIND SAPIENCE and UNWATCH
By tapping into a locked player's cortex, you are able to see anything the player does. This is a difficult ability to control, and only a mutual ally will allow you to make full use of it.
DetailsRequirementsRequires balance and equilibrium.
Costs 250 mana to use.
Costs 25 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Clamp
DescriptionSyntax: MIND CLAMP
This allows you to reach out with your mind and clamp down on your mind locked target, reducing their maximum health, mana, and limb health by 20%.
DetailsMax Health Reduction 20%
Max Mana Reduction 20%
Max Limb Health Reduction 20%
Equilibrium Recovery 4.00 seconds
Equilibrium Recovery (Unclamp) 1.00 seconds
RequirementsRequires balance and equilibrium.
Costs 250 mana to use.
Costs 50 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Blackout
DescriptionSyntax: MIND BLACKOUT
By sending out a blast of rawest telepathic power, you are able to, for a short period of time, knock out all senses of your locked target.
While they are under the effects of blackout, most aggressive telepathic attacks and their afflictions will be hidden from them, but not all.
Excluded telepathic attacks:
Command, Clamp, and Batter.Cooldown: 25 seconds
DetailsBlackout Duration 8 seconds
Cooldown 25 seconds
Equilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 1000 mana to use.
Costs 200 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Odyssey
DescriptionSyntax: MIND ODYSSEY
Requires the linked mind of a friendly telepath.This ability will allow you to drift through space and appear at the location of the telepath you have linked minds with.
DetailsMana Cost 500
Movement Type Magical
Denizens Follow No
Adventurers Follow No
Mounts Follow No
Equilibrium Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 100 willpower to use.
Requires at least one arm functional.
RestrictionsCannot be entangled, paralysed, or fallen.
Cannot be frozen.
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Radiance
DescriptionSyntax: MIND RADIANCE
The most powerful attack a telepath has, this allows you to build up an awesome amount of telepathic power, then release it to your hapless victim, killing him instantly. Keep in mind that this requires a large amount of equilibrium in order to perform, and if the victim steps into the same location as you or breaks the mind lock, then your attempt will fail.
It is not possible to save yourself from death if you die in this manner, nor will it leave a body.
DetailsChannel Time 30 seconds
Channel Intervals 6
Channel Interrupt Type Movement
Equilibrium Recovery 30.00 seconds
RequirementsRequires balance and equilibrium.
Costs 800 mana to use.
Costs 140 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Mindprints
DescriptionSyntax: MIND PRINT
FORGET <player>
MINDPRINTSOnce you have locked minds with a player, you are able to gain intimate knowledge of his mind, making it easier to gain a mind lock in the future. It will also make it easier to retain a mind lock, giving your opponent worse odds of ejecting or detecting your telepathy when your willpower runs low.
Due to the incredible complexity of the mind, you may only hold five indprints at once. There is a separate set of mind prints taken if you do so within the arena.
DetailsMaximum Mindprints 5 prints
Time to Mindlock 50% reduction
Mindlock Struggle Bonus +30% to thresholds
Equilibrium Recovery 5.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 mana to use.
Costs 20 willpower to use.
RestrictionsCannot be frozen.
- You can use these abilities without a mind lock
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Fear
DescriptionSyntax: MIND FEAR [target]
With this ability, you are able to throw the mind of another into a state of irrational fear.
DetailsTarget Location Same location
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 10 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Hallucinate
DescriptionSyntax: MIND HALLUCINATE [target] <illusion>
You are able to convince a target that he has seen whatever hallucination you deem fit.
Note: You can add a new line into your hallucination by using the tag $nl within the text, however you may only do this twice.
DetailsTarget Location Same location
Maximum Lines 3 lines
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 50 mana to use.
Costs 10 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Paralyse
DescriptionSyntax: MIND PARALYSE [target]
This ability temporarily rewires the mind of another player, preventing them from properly moving. This will inflict them with paresis.
DetailsTarget Location Same location
Mana Cost 75
Willpower Cost 10
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Confuse
DescriptionSyntax: MIND CONFUSE [target]
By directing a powerful pulse of telepathic energy into the mind of another player, you are able to short-circuit his mental processes and cause them to be afflicted with confusion.
DetailsTarget Location Same location
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 10 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Suffuse
DescriptionSyntax: MIND SUFFUSE [target]
Suffuse another with mental strength by sacrificing your own.
DetailsTarget Location Same location
Mana Transfer 20% of mana
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 10 willpower to use.
RestrictionsConsidered an assisting action.
Cannot be frozen.
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Drain
DescriptionSyntax: MIND DRAIN [target]
Almost the reverse of suffuse, this drains mental strength from your target and bestows it upon you.
DetailsTarget Location Same location
Mana Drain 0 + 15%
Equilibrium Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 15 willpower to use.
RestrictionsConsidered an assisting action.
Cannot be frozen.
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Divine
DescriptionSyntax: MIND DIVINE [target]
By divining the mind, you can assert the exact knowledge of the physical and mental state of your target.
DetailsTarget Location Same location
RequirementsRequires balance and equilibrium.
Costs 100 mana to use.
Costs 20 willpower to use.
RestrictionsCannot be frozen.
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Recklessness
DescriptionSyntax: MIND RECKLESSNESS [target]
Alter the mind of your target and make him unconcerned with his own well-being. This will afflict your target with recklessness.
DetailsTarget Location Same location
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 10 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Disrupt
DescriptionSyntax: MIND DISRUPT [target]
With this ability, you may destroy the equilibrium of your target providing they have at least two mental afflictions or are suffering from blackout. They will not recover from it until they CONCENTRATE.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
DetailsMental Aff. Required 2 afflictions
Equilibrium Recovery 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 mana to use.
Costs 20 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Epilepsy
DescriptionSyntax: MIND EPILEPSY [target]
By short-circuiting some of the nervous system of another player, you are able to cause periodic spasms in them. This will afflict them with epilepsy.
DetailsTarget Location Same location
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 10 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Stupidity
DescriptionSyntax: MIND STUPIDITY [target]
By casting a net of psychic energy over your opponent's mind, you will cause his mind to occasionally misfire. This will afflict him with stupidity.
DetailsTarget Location Same location
Mana Cost 75
Willpower Cost 10
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Anorexia
DescriptionSyntax: MIND ANOREXIA [target]
By lowering their internal desires, you can make your opponent anorexic, giving them little desire to eat or drink. This will afflict him with anorexia.DetailsTarget Location Same location
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 10 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Amnesia
DescriptionSyntax: MIND AMNESIA [target]
A simple-sounding, though extremely effective ability, this allows you to cause short-term amnesia in your locked player. He will simply fail to execute the next action he attempts, as he will forget what he is doing before he manages to do it.
DetailsTarget Location Same location
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 10 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Deadening
DescriptionSyntax: MIND DEADENING [target]
This ability will cause your opponents mind to be dull, afflicting them with deadening.
DetailsTarget Location Same location
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 75 mana to use.
Costs 10 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Cleanse
DescriptionSyntax: MIND CLEANSE <target>
This ability can be used through a mind lock or on another in the same location. You will aid the mind in throwing off its own mental illnesses, thereby curing the target of one mental affliction.
Look at HELP TYPES for more information on what is regarded as a mental affliction.
DetailsTarget Location Same location
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 mana to use.
Costs 20 willpower to use.
RestrictionsConsidered an assisting action.
Cannot be frozen.
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Crush
DescriptionSyntax: MIND CRUSH [target]
This ability sends a crushing wave of mental energy at your subject, doing both psychic damage and draining their mana.
For each telepath that has linked minds with you, the damage and mana drain of crush will be slightly increased.
In addition, if you have locked minds with your target, your psychic might will spread to any allies of the target in the same location as them, crushing them as well.
DetailsTarget Location Same location
Damage Type Psychic
Damage Source Arcane
Base Damage 0 + 10%
Base Mana Drain 0 + 10%
Base Damage (Denizen) 825
Base Mana Drain (Denizen) 5%
Maximum Mana Drain (Denizen) 400
Mindlinked Bonus Damage +3% per telepath
Mindlinked Bonus Drain +3% per telepath
Mindlinked Bonus (Denizen) +25 damage per telepath
Equilibrium Recovery 3.00 seconds
Equilibrium Recovery (Denizen) 3.00 seconds
RequirementsRequires balance and equilibrium.
Costs 150 mana to use.
Costs 100 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Strip
DescriptionSyntax: MIND STRIP [target]
Your mental prowess is such that you may coax your opponent into relaxing his defences.
DetailsTarget Location Same location
Equilibrium Recovery 2.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 mana to use.
Costs 20 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Push
DescriptionSyntax: MIND PUSH [target] [SILENT]
By sheer force of will, you may push a random affliction from yourself to your target. While this will usually cure yourself of the affliction, you may choose the SILENT option, which will hide the affliction you gave to your opponent but in return it will not cure it from you.
There is a short period of immunity gained by the target after using this ability, where you may not use this ability on them again.
DetailsTarget Location Same location
Push Immunity 18 seconds
Equilibrium Recovery 2.50 seconds
RequirementsRequires balance and equilibrium.
Costs 500 mana to use.
Costs 100 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
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Batter
DescriptionSyntax: MIND BATTER <target> [up to three afflictions]
This powerful telepathic attack will stun your target and allow you to inflict them with up to three hidden afflictions. If no afflictions are selected, then it will default to stupidity, epilepsy, and dizziness.
You may choose from the following:
Hallucinations, paresis, confusion, recklessness, epilepsy, stupidity, anorexia, dizziness.DetailsTarget Location Same location
Maximum Afflictions 3 afflictions
Mana Cost 100 per affliction
Stun Duration 1.00 seconds
Equilibrium Recovery 4.00 seconds
RequirementsRequires balance and equilibrium.
Costs 100 willpower to use.
RestrictionsConsidered an aggressive action.
This action cannot be redirected.
Cannot be frozen.
Will bypass magical shields.
Will bypass prismatic barriers.
Visual style and identity
The Monk class is centered on the body and on martial arts, producing an aesthetic of high physical prowess and clothes designed for movement. Sentaari typically wear loose, flexible attire that allows the full range of Tekura, with accessories carried for utility rather than ornament. Belt color signals Tekura rank. The visual identity is muscular, calm, and focused: a fighter who has trained for years and carries the work in their bearing.
Side effects of the work
Practitioners of Tekura spend their entire lifetimes in training, hardening their bones and growing more and more proficient. The body keeps the record. Calloused or scarred skin is common. Limbs may be gnarled from repeated breaks. A generally muscular frame develops from constant practice. The wielding of Kai also carries risk. It requires ultimate focus, and misuse may cause scars and burns on the extremities.
Monks tend to be high energy, for better or worse. The Sentaari demand extreme discipline, focus, and total commitment to their assigned task, and the physically-focused training drives an outward energy that other Duirani classes do not show.
Who plays this class
The Monk is a class for players who want a serious martial-arts character with mental and energetic depth. The Sentaari demand discipline and total commitment. While the Sentinels and Shamans of Duiran draw on ancestors and direct connections to spirits, the Sentaari have only their community and the skills made through their training. This makes them very attuned to the Council of Duiran and its immediate needs.
Mechanically, the class rewards players who like fast, energetic martial combat with resource management. Kai is generated by combat and spent on a wide range of effects, so Monks operate on a constant cycle of build and release. The class also benefits from the mechanical untethered status: Monks can multiclass into Spirit or Shadow classes alike, giving them flexibility that most tethered classes lack.
A Sentaari monk will spend most of their time training their abilities, and what time remains assisting others, whether by gathering herbs for a ritual or by fighting alongside their allies.
City and guild
The Monk guild home is the Sentaari Monastery in Duiran, the Heartwood city of the Cycle. Patron: Lexadhra, the Indelible. The Sentaari house both the Monk class and its sister class, the Voidseer, which emerged after the Monomachy and focuses on Cultivation, Enlightenment (the seven chakras), and Voidgazing rather than the broader body-mind-spirit balance the Monk teaches.
Joining the Sentaari aligns you with Spirit’s interests in practice, since the guild is Spirit-anchored. The Monk class itself is mechanically untethered. This means you can multiclass into any Shadow class as well as any Spirit class, and you can move between Spirit and Shadow cities without losing access to the Monk discipline. Race choice is independent of class, so you can play a Monk of any Aetolia race.
The Monk has no mirror class in the Shadow/Spirit table. Most Aetolia classes pair across the tether, but the Sentaari sit outside that system. Monk and Infiltrator are both classes whose city-anchored guild aligns one way while the class itself is mechanically untethered. They have no mirror.
Frequently asked questions
Other classes to consider
Three classes worth a look if you like the Monk profile. Or see all 32 Aetolia classes for the rest of the roster.
Voidseer
Monk’s sister class in the Sentaari. Cultivation (psychic emotional manipulation), Enlightenment (the seven chakras), Voidgazing (drawing power from the Void). Pick Voidseer if you like the Sentaari frame but want to specialize in mental and void-touched magic rather than the broader Tekura-Kaido-Telepathy balance the Monk teaches.
Zealot
Enorian’s martial-discipline class in the Illuminai, descended from the Daru monastic tradition. Zeal, Purification, Psionics. Pick Zealot if you like martial-arts combat but want a holier, Light-aligned frame and a clearer side in the Spirit-Shadow conflict.
Wayfarer
One of the other untethered classes. Hardy warriors from the wastelands of Albedos. Tenacity, Wayfaring, Fury. Pick Wayfarer if you like the freedom of an untethered class but want a rough, axe-and-leather warrior rather than a disciplined monastic fighter.
Back to Aetolia’s full class list | Aetolia beginner’s guide | Create your Monk and play free
