Brightblade’s Guide to Monks: Skills and Powers

Written by: Brightblade

This is a comprehensive guide to the monk class in the online massive RPG game Dark Ages (http://www.darkages.com). Within this manual are important and useful information on the various spells and skills a monk may possess as well as how to best use them.

The Monk

The monk class is one of the most versatile and powerful classes if played well. Its strength lies in its ability to take punishment more than anybody else does and walk away smiling. A monk is a master of martial arts and has complete control of his body, which is hardened through years of hard training. Being a monk means battle is fought via melee and although the monk possesses curative magic, they are by far less potent than a priest’s spell. The attack ability of monk is NOT as effective as a warrior’s but lacks for its attack strength, it more than makes up for its ability to evade hits and attack speed.

A monk cannot wear shoes while wearing his armor nor can he use a sword. He CAN wield a sword but attacks with a large penalty and do considerably less damage than a warrior. A monk wielding a weapon cannot use his special martial art skill. The best weapon a monk can use is his fist, feet and his tough body.

Armor for Monk

What armor can a monk use? A monk can wear virtually anything other class can use except shoes/boots, but the best armor a monk can wear is his fighting clothes, bracers and greaves. Also each class can only wear clothes that are appropriate for their class. A monk can also use the many types of rings, amulets, earrings, and magical jewelry that are found in the game.

Skills and Powers

Here are a list of the skills and spells that a monk can use. These are by far not a complete list as Dark Ages is a dynamic live world that new things are being added constantly. But so far, these skills and spells are the rather more stable ones but note they may be changed/enhanced or even removed when the game masters decides to.

Fighting Skills

Poison Punch (max level 100) – A powerful punch that strikes the body of the opponent and leave a powerful corrosive poison doing gradual damage for a limited duration.

Kick (max level 100) - One of the first attack skill of a monk. Do considerable damage based on skill level.

High Kick (max level 100) – One of the earlier attack skill of a novice monk. Do considerably more damage based on skill level. Requires at least 5 in kick to learn.

Ambush (max level 100) – One of the first evasive skill of a novice monk. It allows the monk to jump over the target and land a few punches on the targets back before expecting counterattack. Higher skill level allows more frequent successful execution.

Double Punch (max level 100) – Attack skill that allows monk a chance to punch twice in a single round therefore effectively doubling the damage. Higher skill level allows more frequent double attack.

Assail (max level 100) – This skill embodies your basic attack skill such as punching and hitting. The higher the skill goes the harder you hit.

 

Defensive/Offensive Spell

Mist (max level 100) – A spell like ability of the monk to evade hits. When successfully cast a spell icon will appear and the monk’s evasion ability will be boosted. Self only spell. Duration is approximately 2 minutes.

Beag Nochd (max level 90) – A powerful "dark sphere" spell attack. Do massive amount of damage comparable to the elemental mor series of wizard spells. Drain massive amount of will (mana): 720 /casting. Damage is exponential to spell level.

Cure poison (max level 100) – A monk’s ability to cure poison can be useful during times when the priest is too busy to comply. A poison coursing through a body can seriously handicap or weaken any fighter. It should be cured or purged as soon as possible.

Cure blindness (max level 100) – A monk’s ability to cure blindness can mean life or death during an escape from a fight gone bad.

Drain (max level 100) – A spell that allows the monk to drain health points from its victim and adds it to his own. When successfully executed, up to maximum of 500 HP can be drained from the victim and added to the monk, the victim is instantly slain. Spell cannot drain more than 500 HP nor is it possible to drain HP from creatures with more than 500 current HP. A less useful spell as the monk goes up in insight.

Taunt (max level 100) – A monk’s skill similar to the rogue’s to entice or angers a creature into attacking you. Especially useful when trying to rescue companions from chasing monsters.

Dion (max level 90) – A special metaphysical skill that envelops the monk’s body in a protective flame that gives total invulnerability to physical attack for 5 seconds. Note: Spell can and still do damage on a monk protected with this spell. Takes up 200 will (mana) per casting.

 

Special Skills

Monks are granted some unique non-combat skills and abilities. These are quite useful during your daily Temuairan life.

Tailoring – Ability to repair your own armor. Warning, sometimes failure will cause you to destroy your armor. Also, learning this trade will allow you to improve the armor class of your normal armor.

Look – Ability to determine your current location. Will display the name of your current location. Useful for exploring new areas or dungeon or finding your way back to civilization if you are lost. Note: Getting lost inside an unknown dungeon or crypt can be harmful to your health.

Perish Lore – A special skill to determine the perishable items. Useful in identifying new items or determining ones that will perish with the bearer when they die.

Food Lore – A special skill to determine the statistics of edible items.

Herbal Lore – A special skill to identify magical potion. Getting this trade allows you to harvest the local flora and making magical potions with the right ingredients.

 

Monk Forms

Monk forms are specialized types of fighting a novice monk can learn from another player or NPC teacher. When the appropriate form is learned, the monk acquires a special set of physical and metaphysical skills and spells.

Draco Form

Draco Stance (max level 90) – A metaphysical skill that is the same as Dion.

Snort (max level 90) – The same as the monk skill taunt.

Draco Tail Kick (max level 90) – A powerful kick that can do tremendous damage. It randomly does damage to enemies that are adjacent to the monk.

 

Kelberoth Form

Kelberoth Strike – A blinding furious attack that draws 50% of your health.

Kelberoth Stance – Braces your body for attack. Do less damage upon you.

Roar – Stun all that is a few paces from you.

 

White Bat Form

Dark Spear – An attack that momentarily blinds your opponent’s eyes.

White Bat Stance – Momentarily disappear from your opponent’s sight.

Echo Sense – Know some information about your opponent.

 

Scorpion Form

Poisonous Strike – An attack that poisons your opponent for a short duration.

Scorpion Stance – Hardens body for attack.

Trance – Temporarily charm your opponent.

 

SURVIVAL TIPS and TRICKS

    1. One of the best friends you may have is a priest to heal you during hunting. Next in rank are lots and lots of Hydele Deum (full heal potion).
    2. Never forget to bring at least 3 to 5 revive potion. Your companion may appreciate it as they fell unconscious.
    3. Dion or Draco Stance is one of the most useful spell you may have. Use it well to prolong your life. 5 seconds may sounds not much, but during a heated battle, it may mean life and death.
    4. As you increase in insights, you can wear more and more expensive as well as heavier armor. Magical iron bracers and greaves can get your repair bill as high as 100,000 gold per hunting session. Mythril armor is a rare and wonderful find but their repair cost is three times more than they’re worth. They are only 2 ac better than iron armor but cost three times more in repairs.
    5. Always wear the right magical belt when fighting elemental monster. Some monsters have the habit of casting spells at the most critical moments. Elemental protection belt can minimize the damage as much as 25%.
    6. When fleeing from a fight gone bad, it is best if your party stays together as monsters increase their casting frequency when chasing fleeing Aisling. Fleeing together means more chance of your companion to revive you when you get unconscious from a killing blow. Getting beag pramh (sleep) cast on you is the worse thing that can happen as monsters usually always follow it up with an elemental spell. This means double damage and can usually kill even the toughest Aisling.
    7. You skill goes up faster as you fight tougher monsters than the ones you can easily take on yourself. (unconfirmed)
    8. Tailoring can increase the armor class of your armor, but it increases the repair cost as well. Tailored armor perishes when the wearer dies.
    9. Emerald rings increases your hit damage while Spinel Rings increases your successful hit percentage.
    10. Gramail magical armor are one of the most prized treasure a monk can get. It reflects magical spells cast your way and lessen the amount of damage you take from the spell. Curse can lower your magic reflection percentage.
    11. The more strength you have, the harder you hit, but strength is only secondary to constitution, which determines your health point. It is always better to hit more often than hitting harder.
    12. Poison can be deadly to you as it zaps away your life continuously. Use cure poison as soon as you can.
    13. Having an arcane scroll on you can more often than not, save your life. When trapped in all directions, use it immediately. Getting hit in four direction usually means death as you cannot escape and damage is multiplied by 7 times (1 in front, double damage on each side and double damage on the back).
    14. Avoid getting trapped, you maybe tougher than most but you are not invincible. When trapped, logging off for 5 minutes can probably save your life as the monster surrounding you wanders off. (very un-heroic but useful method)