Dark & Shattered Lands
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Monk

Monks of Algoron

The silent and imposing monk. Their order is the offspring of an ancient cult of manatonicists in the old Serpantol Empire, who were run out of their homeland just before it was destroyed by the Yinn. Only true manatonicists may reclass into a monk.

Monks are expert combatants, being able to strike a dozen times in a single round. They disdain most weapons, using only their hands and staves. They are healers as well as mages, utilizing healing, enhancements, and combat to keep themselves alive. They receive hit points and THAC0 as a warrior, and mana as a mage. They are not affected by the moons.

To become a monk, the aspiring manatonicist must venture into dae'Tok, and find the Temple of the Serpent's Eye. Therein lies the secret to the monastic life.

Monks are forbidden from using any channels save their clan channel and OOC.

Who can be a Monk?

SpecialMANATONICS ONLY, successful quest completion
ClassANY
RaceALL EXCEPT GIANT OGRE, KENDER, GOBLIN, HOBGOBLIN, BUGBEAR, PIXIE, GULLY DWARF
AlignmentANY
ClanANY, including non-clanned
Prime Attribute:IntelligenceSecondary Attribute:Wisdom
Hit Points per Level:9 - 15Skill Adept:80%
Magic:Full spellcaster; not affected by the moons
Currently Played:48

Armor

Monks can only wear cloth armor, and can use shields.

Armor TypeMonkNotes
ClothYesWearable by every class
LeatherNoToo abrasive for mages and other pure spellcasters
Studded LeatherNoToo heavy for many clerics, bards and stealth classes
ChainNoToo heavy or noisy for most stealth and spellcasting classes
PlateNoOnly warriors and a few warrior-type reclasses can wear plate

Experience by Race

How much experience a monk of each race needs per level compared to normal (100%); higher means slower leveling. Which races may actually become a monk is listed under Becoming a Monk below.

RaceExperience
Human100%
Goblin200%
Deep Gnome100%
Shalonesti Elf110%
Half Elf110%
Dark Elf175%
Wild Elf200%
Hill Dwarf100%
Mountain Dwarf100%
Kender100%
Ogre100%
Giant Ogre100%
Half Ogre100%
Minotaur100%
Yinn125%
Dark Dwarf100%
Tinker Gnome100%
Sea Elf110%
Felar100%
Wemic100%
Bugbear100%
Hobgoblin100%
Mul150%
Limited Races
Gully Dwarf100%
Centaur100%
Ariel100%
Pixie100%
Bakali100%
Troll100%
Orc100%
Arboren100%
Lagodae100%
Lepori100%

Skills & Spells

Free at Creation

Every monk starts with these, at no creation point cost.

LevelSkill
1Dig
1Recall
1Scrolls
1Staves
1Swim
1Wands

Monk Default Package

No default package is set up for this class; skills and groups are chosen individually.

Skills

Skills a monk can learn individually. Cost is in creation points at creation; after creation, skills are gained from your guildmaster for twice that many trains.

LevelSkillCostIn Default
1Fast Healing2
1Hand to Hand3
1Meditation2
1Riding2
1Shield Block5
1Staff2
1Sword3
4Kick3
5Blind Fighting2
6Pugil6
10Dodge4
10Kurijitsu6
10Roundhouse4
12Lore4
13Parry5
15Rescue4
18Haggle8
18Peek6
19Disarm4
19Spellcraft10
20Second Attack4
24Astrology6
25Enhanced Damage5
30Third Attack6
40Fourth Attack8

Spell Groups

Monks cannot buy spells one at a time; spells come in groups. Each group lists the level at which a monk can cast each spell.

GroupCostSpells (level)
Benedictions6Bless (8), Remove Curse (18), Frenzy (25)
Combat6Magic Missile (1), Chill Touch (4), Burning Hands (9), Shocking Grasp (10), Color Spray (16), Blizzra (22), Fireball (22), Acid Blast (30), Chain Lightning (34)
Creation4Floating Disc (4), Continual Light (6), Illumination (7), Create Water (8), Create Food (10), Create Tree (10), Create Spring (14), Create Rose (16)
Curative6Cure Blindness (9), Cure Disease (17), Cure Poison (18)
Detection4Detect Magic (2), Detect Invis (3), Locate Object (9), Detect Evil (11), Detect Good (11), Know Alignment (12), Farsight (14), Detect Hidden (15), Detect Poison (15), Identify (15)
Enhancement5Refresh (8), Infravision (9), Light Foot (10), Giant Strength (11), Haste (21)
Harmful6Cause Light (3), Cause Serious (10), Cause Critical (19), Harm (28), Cause Decay (42), Cause Fatality (50)
Healing6Cure Light (1), Cure Serious (7), Refresh (8), Cure Critical (15), Heal (21), Mass Healing (38)
Illusion5Ventriloquate (1), Invisibility (5), Self Projection (20), Mass Invis (22)
Maladictions5Weaken (11), Blindness (14), Poison (17), Curse (18), Energy Drain (19), Plague (23), Slow (33)
Protective5Armor (9), Protection Evil (12), Protection Good (12), Protection Neutral (12), Fireproof (13), Dispel Magic (16), Proximity Dispel (16), Cancellation (18), Sanctuary (20), Shield (20), Stone Skin (25)
Transportation5Fly (10), Word of Recall (10), Teleport (13), Pass Door (24), Summon (24), Gate (27), Waypoint (29), Portal (35), Nexus (40)
Weather4Faerie Fire (6), Lightning Bolt (13), Faerie Fog (14), Control Weather (15), Call Lightning (26), Tornado (35), Dispel Fog (43), Fog (43)
Worship4Crucify (38)

Racial Skills

Only monks of the listed race receive these.

LevelSkillRace
1TauntKender
10FuryOrc
10SpitGoblin, Hobgoblin
15Forepaw SwipeWemic
15GoreMinotaur
15RootveinArboren
19SharpenHill & Mountain Dwarf
20Bunny HopLagodae, Lepori
20HoofCentaur
20Pixie DustPixie
20ScreechAriel
20Viper BiteBakali
25DeeprootArboren

Becoming a Monk

Base class: any class.

Requirements:

  • Manatonics only, after a successful quest
  • Race: all except Giant Ogres, Kender, Goblins, Hobgoblins, Bugbears, Pixies and Gully Dwarves
  • Any alignment
  • Any clan, including non-clanned

A character may reclass only once, starting at level 10 (level 51 gives the most benefit). See help reclass in the game for full details.

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