Monk

## Monk (Fighter):

Monks are the agile and graceful masters of their own bodies. Combining quick reflexes with intense study of the martial arts makes them a powerful and intimidating opponent. Most of their power and unique ability comes when they are completely unarmed. And since they depend so heavily on their agility, they will find themselves wearing only light cloth armors.

They are very protective of their form of combat and will let no one other than those of Kilanese heritage learn their ways.

Guild: The Kilanese Brotherhood

Primary Stat: Agility - Dexterity - Wisdom

Weapons: Must use hands and feet. Can use 1 claw weapon.

Armor: Must wear cloth.

Skills: Chop, Kick, Hide, Sneak, Aura

* Stats
* Points Res/Vulns
* Skills
* Aura
* Title
* Builds
* Leveling Guide

 Intelligence
 Dexterity
 Constitution
 Agility
 Wisdom

* Overview
* Fire
* Water
* Earth
* Lightning

Aura Overview
Aura is a passive skill that is gained at level 11 and works in conjunction with Martial Arts. Players can choose to switch between 4 different elements, each culminating in a different effect when kick is used.

- Aura element is changed with Syntax: "Aura Water", "Aura Fire", etc. or turned off using "Aura Off"

- You can check your current aura / stack by typing just "aura".

- While an Aura is active, chopping an enemy will increase the stack counter.

- The stack counter can be increased to a maximum of 3.

- Kicking the same enemy that chop was used on will enhance the kick's effect, and clear the stack counter to 0.

- Attacking a different enemy will clear the stack counter.

- Player death will cause the Aura effect to go away. Re-activate after resurrection.

- Switching between Auras is instant, but any accumulated stack-counter is reset.

- NOTE: The sigils mentioned below for chopping can be overridden if the player is chopping with a sigiled claw-type weapon.

Fire
Available immediately upon gaining the skill.

The hands of the player with will gain a Fire sigil when the stack counter is at 1+.

The feet of the player will gain a Fire Sigil when the stack counter is at 2+.

The sigil rank is proportional to the player's number of trains in the Aura skill.

Kick damage is boosted, with the maximum benefit occurring when the stack counter reaches 3.

Boost amount is based on the player's skill % in Aura.

Water
Available once the player has 24 trains in the Aura skill (level 20, if the player has double trained each level)

The hands of the player with will gain a Water sigil when the stack counter is at 1+.

The feet of the player will gain a Water Sigil when the stack counter is at 2+.

Kicks heal the player for a percentage of the kick damage, based on stack count and Aura skill %.

Earth
Available once the player has 44 trains in the Aura skill (level 30, if the player has double trained each level)

The hands of the player with will gain an Earth sigil when the stack counter is at 1+.

The feet of the player will gain an Earth Sigil when the stack counter is at 2+.

When the stack counter reaches 2+:

The player is given counter-attacks, the number of based on skill %

0-199% skill, 1 counter-attack; 200-299% skill, 2 counter-attacks; 300%+ skill, 3 counter-attacks (max).

Kicks give the player a temporary physical defensive shield, based on stack count and Aura skill %.

Lightning
Available once the player has 64 trains in the Aura skill (level 40, if the player has double trained each level)

The hands of the player with will gain a Lightning sigil when the stack counter is at 1+.

The feet of the player will gain a Lightning Sigil when the stack counter is at 2+.

Kicking performs a roundhouse kick, attacking up to 2 additional random targets, with damage based on stack count and Aura skill %.

### Standard

 Intelligence
 Dexterity
 Constitution
 Agility
 Wisdom

Work in Progress