[Apr 25th 2018] New classes have been added to the skill simulator!

(Monk) Super Saiyan (Legacy)

Created by Maelis on Jun 29th 2016 (Last Updated: Jun 29th 2016).
This is a private build.
4



My Other Guides
>(Musketeer) The Major.
>(Fencer) Servant Saber with Excalibur and Aegis.

Forewords
I apologize for changing the build so rapidly within a short time span, not to say that those are all major changes. However, I thrive to make the build as best as possible, and as the game goes on, changes are unavoidable. At this point, I can say that I am satisfied with the current setup, so there won't be any major changes for a while, unless there are big changes in the game itself.

Table of Contents
- FAQ.
- Changelog.
- To Do.
- Brief Overview.
- Stats.
- Bonus Damage.
- Skills.
- Attributes.
- Gears.
- Gems.
- PvE Strategy.
- PvP Strategy.
- Credits.

FAQ
- Q: What if I have already followed the old version?
- A: If you are at low level (< 100), I recommend to start a new character if you don't want to buy reset potion. If you don't want to start fresh again, I would recommend to continue STR and reset at max level. However, you can also start putting points in DEX, in fact, having some STR would do a better job until you max out your equips and attributes.

Changelog
v0.1
- Added Stats explanation.
- Added Skills explanation.
- Added which Attributes to level up.
v0.2
- Major Stats revamp. Change 85:28:166 STR:CON:DEX to 223:76 STR:CON.
- Move 1 point from Monstrance to Resurrection.
- Added which Gears to use.
v0.3
- Added Bonus Damage explanation.
- Added Skills distribution.
- Added which Gems to use.
- Added PvE Strategy.
- Added PvP Strategy.
v0.4
- Major Skills revamp. Changed Priest C3 to Cleric C2.
- Reallocated skill points to accommodate the change.
- Updated Skills explanation and Skills distribution.
- Updated which Attributes to level up.
- Updated PvP and PvE Strategy.
- Added FAQ.
v0.5
- Major Stats revamp. Change 223:76 STR:CON to 223:76 DEX:CON.
- Updated the guide to accommodate the change.
- Added Five Hammer, Velniup, Suncus Maul and Magas Sword to recommended items. Remove some weapons to accommodate the change.
v0.6
- Reallocated 7 points in God Finger Flick to Hand Knife.
- Added Venom to recommended items.

To Do
- Enhance PvP section.

Brief Overview
I was running a top DPS build on this site until one day I realized how rare it is too meet a Cleric in dungeon, let alone a good one. So ... why not just be come a Cleric yourself? ... Wait, I still want to be a DPS ... Well guess what, you can be a Monk!

Bottom line: Healer/Buffer with awesome DPS. Viable in both PvE/PvP.

Stats
Old stats:
If you have already followed the old version, I would say continue to use the old stats guide, you can reset at max level since STR is better in early game when your skills and your weapon are not maxed.
Link: Stats Template.

Recommended stats:
STR 9 (0 invested).
CON 100 (76 invested).
INT 6 (0 invested).
SPR 8 (0 invested).
DEX 286 (223 invested).
Link: Stats Template.
Note: Level 280, rank 7 with around 20 bonus points you can get from quest.

Stats distribution:
- 2:1 DEX:CON until you have 100 CON.
- Rest to DEX.

Math time:
Crit chance formula:
(Crit Rate - Enemys Crit Resitance)*42/Your Level = Crit Chance.

Crit damage formula:
(Normal Damage x 1.5) + Crit Damage = Damage.
So a point increase in strength adds 1.5 + 1 = 2.5 to your crit damage.

Expected damage formula:
Damage (non-crit) x (1 - Crit Chance) + Damage (crit) x Crit Chance = Expected Damage.

Stats Reasoning:
So you have seen people randomly distribute points and say that is good, but have you ever asked them the reason behind their choice? Most of the time it is just based on their own experience. But for this build, let's make it a bit logical by comparing the benefit of STR and DEX.

Assumptions:
- Level 280, based physical damage at this level is 280.
- You have 300 (actually 299 counting bonus) points to distribute between STR and DEX.
- Raw damage.
- The bonus damage gain per number of stats point:
+ 1 ~ 50 total stats give Bonus every 5th stat point.
+ 51 ~ 150 total stats gives Bonus every 4th stat point.
+ 151 ~ 300 total stats gives Bonus every 3rd stat point.
+ 301 ~ 500 total stats gives Bonus every 2nd stat point.
+ 500+ total stats gives Bonus every stat point.
- Rank up give you 10% of total points in STR and INT, at rank 7 you will have a bonus of 60% to your total STR and INT.

Observation:
As you can see from this calculation, the more DEX you have, the less expected damage you deal. WHY!!? Doesn't it seems weird? It is actually pretty simple, there are two reasons. First is because you gain a total of 60% of your total STR simply from being at rank 7. And second, crit chance also depends on your level while STR adds straight to your damage.
v0.5: However, if you take into account the max bonus damage from Double Punch, bonus DEX from Monstrance and around 500 damage you can get from weapon damage, the more DEX the better to some certain point. If we take a max Energy Blast, well, max DEX provides the best damage. So what we can get from this is that when the total bonus damage overwhelms bonus from STR, getting DEX provides more benefit. So with a skill spammer like Monk, well DEX seems better.

Conclusion:
Go full DEX. However, you have no survivability. Now this come to preference. A lot of people prefer to have 70-100 CON, maybe lower for pure PvE. For me, I would go with 100 CON since you are a melee. You have double the amount of your HP and you reduce crit chance of your opponent by 15%. There is no use for INT and SPR.
Looking ahead: I don't have enough data to say whether DEX or STR is better if the game get expanded more. However, as long as we get better weapon and maybe high end classes with even higher skill damage, I would dare say that as long as you spam skills, getting DEX is still better.

Bonus Damage
Before we go deeper into the guide, I want to clarify the mystery of bonus damage first. So in general, there are 3 sources of bonus damage:

Element Property Additional Damage:
Currently Cafrisun Set , Sacrament and Enchant Fire give this bonus damage (there is probably a typo in Sacrament and Enchant Fire description because their property damage act the same as Cafrisun). This adds an additional hit every time you auto attack, and each element add one additional hit. This damage doesn't get added to your normal attack and skills.

Element Property Attack:
Arde Dagger, Karacha Dagger, Ledas Shield, etc. offers this bonus damage. This gets added into everything, your normal attack, your additional hit caused by Element Property Additional Damage, and your skills. Multi hit skills has each hit added with bonus attack.

Additional Damage:
You can see this bonus from Blessing and part of Sacrament. This bonus acts the same as Element Property Attack. It gets added to your normal attack, additional hit and your skills. Multi hit skills has each hit added with bonus attack.

Skills
Skills Explanation:
I will talk about my decision for certain points in certain skills and also some suggestions if you want to make adjustments.
v0.4: After more testing, I feel that Priest C3 is lackluster comparing to Cleric C2. Stone Skin doesn't scale in the very end game, and other skills doesn't need much higher investment. With Cleric C2, you have more heal tiles (10 doesn't cut it), you unlock Safety Zone: Block Count, and also get access to Divine Might (although this skill is nerfed, the original version add 1 skill per level instead of a fixed 1 skill increases, it is still pretty good). You should still get Priest C1 and C2 first for its damage buff for easy leveling, then get Cleric C2 for Rank 4.
Scroll: As scrolls become more and more available with the increasing number of players, it is pretty easy and cheap to get max level Aspersion, Blessing and Sacrament. With that in my, we should give more priority to other skills that can't be bought. And that's the reason why I put max points in Resurrection, Revive and Max Heal. Since we have spare points, the best choice is to max Aspersion, so we can get by without buying scroll for this. Sacrament doesn't need scroll as well, since the buff at level 10 is minimal. The only scroll you need to buy is Blessing, since there are some special classes that can burn through Blessing really fast.



Heal (10/10): Best healing skill you can get. Mandatory to fulfill your support role.

Cure (1/10): For utility purpose, there is surprisingly a lot of annoying level 1 debuffs.

Saftey Zone (10/10): Block is super good, useful in farming and vs. boss. Especially with Cleric C2 you will unlock the valuable attribute Safety Zone: Block Count, boosting the block with an additional 20 times.

Deprotected Zone (3/10): Out of all the skills to take 1 point off for Cure, this is the most reasonable one. Mostly useful for boss.
v0.5: I take 1 more point off for Fade since we only have 2 more seconds in duration going from 3 to 4.

Divine Might (5/5): This skill was nerfed from 1 skill per level to a fixed 1 skill increases. However, it is a still an awesome buff. It allows all your skill to break the 15 or 10 maximum level. Combining with Energy Blast, you can deal much more damage.

Fade (1/5): Useful to avoid mobs when you are a pure support build.
v0.5: Well actually 1 point in here is not too bad, and you can use this combining with Energy Blast to farm. So you start off with luring mobs, then go Fade to lose their aggro. The mobs will stop, then you charge up Energy Blast and wreck them. This way you can avoid getting hit while charging.



Aspersion (10/10): Good skill for a 38% defense buff. The damage is irrelevant since it scales with SPR.
v0.4: I decided to invest all skill points in here since percentage always scale in the late game.

Monstrance (1/10): Now that we move to DEX, getting this is required. You would be surprise by how much DEX you can gain after buffing this skill.
Sudden math time:
Monstrance DEX formula:
(Target DEX x 1.3) + 10 = Buffed Dex.
Note: the amount of DEX buff stay the same at any level.

Blessing (3/10): Some people might disagree with putting so many points in Blessing. So let's me explain my reasoning. If you read through this guide, you will see that the points distribution for Aspersion, Monstrance, Resurrection, Revive, Mass Heal, Exorcise and Stone Skin is good as it is. So the decision here is between Blessing and Sacrament. Since Blessing > Sacrament even later in the game, the obvious choice is Blessing (you will see the reason for Sacrament below). Besides, classes with huge aoe will burn through your Blessing really fast (each mob count as one hit), so having Blessing at high level is very beneficial for them.
v0.5: After spending more time partying with different classes, I feel a level 10 Blessing is overkill in most cases. 60 hit counts (with attributes) is sufficient even at late game. And also you have 7 free points to spend in better skills.

Resurrection (5/5): You need at least 2 points in here for the attribute Revive: Duration.
v0.5: Since Blessing doesn't need to be maxed, you now have free points for this skill. Surprisingly people die a lot and getting blame for not resurrecting them is really annoying. With that in mind, you better max this.

Sacrament (1/10): The Holy Property Additional Attack provides an addition hit when auto attacking, the damage is NOT added to your skills, thus this scales really bad late game. The Additional Damage part of Sacrament still get added though, but 9 points in Blessing gives better bonus damage than 9 points to max Sacrament (35 > 28). One point in here is enough to trigger the addition attack. For you as a Monk, you would want to spam Double Punch as much as possible, so higher level of this skill is not beneficial.

Revive (5/5): This skill is really good against boss's heavy attacks (don't expect everyone to dodge boss's skills). It is also a life saver in PvP and it can catch people off guard when the timing is right. Each point add 5% healing so it scales really well into late game.
v0.4: I decided to invest the remaining 2 points in here since it doesn't seem to be used that much and also a defense buff is better at preventing death anyway.
v0.5: Same story with Resurrection.

Mass Heal (5/5): This combines with Heal make you a legit healer without any point invested in INT or SPR since they heal by percentage.



Iron Skin (0/15): Only block melee physical attack ... Not that great to be honest, and the cool down is kinda long. I would prefer to go more offensive with this build since we have lots of good buffs already.

Double Punch (15/15): Finally! Your long awaited moment has come! This skill is just too awesome! First it allows you to use skills in place of auto attacks all the time and second it makes use of STA, the most useless thing for a Cleric. Max it and love it!

Palm Strike (1/15): The damage is good, however this skill has huge knock back and you should NEVER EVER use knock back in farming, except to save yourself from too many mobs. Thus, 1 point is enough for its awesome attribute Palm Strike: Bleeding, this scales with your physical attack.

Hand Knife (1/15): Roughly the same damage as Palm Strike, this skill also has knock back though the distance is much shorter. Same problem with Palm Strike, no use in PvE. and there are more better skills to invest in. Get 1 point for its debuff Hand Knife: Armor Break.
v0.6: With the removal off Knock back (potentially) for both Hand Knife and Palm Strike, these skills become viable again. Though Palm Strike has 6 AoE ratio, its hit box is quite small, so how about Hand Knife? With this nifty trick that combines Deprotected Zone and Hand Knife, you will have a mini Energy Blast every 15 seconds! So ... obviously invest the rest of your points here! One more reason to love Monk!

Kamehameha (10/10): Saw the awesome picture of Goku at the top of this build? Like it, yeah? Congratulations, you can be just like him! Even though it needs to be charged for like 10 seconds at max level for full power (well Goku also needs to charge his Kamehameha doesn't he?), its damage is really amazing and as long as you hold the button you can keep using it. Besides, remember I explained how Blessing affects multi hits skill? Yeap, this works for Energy Blast too! Wait, it doesn't stop there, look at this Energy Blast: Remove Knockdown. Yeap, you will NOT be knocked down and you can change directions, how awesome is that !!!

One Inch Punch (10/10): Not a fan of Dragon Ball? Well guess what, you can be Bruce Lee too! Seriously though, this skill is as OP as Bruce Lee. Look, you have 2085 damage at max level, your enemy will lose HP and SP steadily for 15 seconds, and your enemy will also be SILENCE for 5 seconds. Hey Wizard! Yeap, you, I am looking at you bro!

God Finger Flick (8/10): God!!? Really? What are you waiting for, dump the rest of your skills point here! But seriously though, lots of people underestimate this skill. Well I do agree that this skill has no use in PvE, and if you don't want to PvP you can distribute these 8 points in Iron Skin, Golden Bell Shield and probably leave 1 point here. However, if PvP is what you want to do, get this! This is your most reliable range skill, it helps to finish off your opponents and also chip away their health (though losing money is kinda hurt ... sigh).
v0.6: With the upcoming update (potentially), I moved 7 points from here to Hand Knife. 1 point is still needed for its potential debuff that gives you 50% more damage from Strike attack.

Golden Bell Shield (0/5): Block everything! Sounds OP! However it has long CD, and you are locked in place. The most important benefit is probably its attribute Golden Bell Shield: Safety Zone. So I would not invest any points in here and I would probably won't have the chance to use it that much anyway.

Skills Distribution:
For maximum efficiency when adding points to skill, I propose this following distribution method:

Cleric C1:
- Max Heal.
- 3 points in Deprotected Zone.
- 1 point in Cure.
- Max Safety Zone.
- Save 1 point.

Priest C1:
- 3 points in Blessing.
- 1 point in Aspersion
- 1 point in Resurrection.
- Save 10 points.

Priest C2:
- 1 point in Sacrament.
- Max Mass Heal.
- Max Revive.
- Max Resurrection.
- Max Aspersion.
- 1 point in Monstrance.

Cleric C2:
- Max Heal.
- Max Safety Zone.
- Max Divine Might.
- 1 point in Fade.

Monk C1:
- Max Double Punch.
- 1 point in Hand Knife.
- 1 point in Palm Strike.
- Save 8 points.

Monk C2:
- Max Double Punch.
- Max Energy Blast.
- Max One Inch Punch.
- Save 8 points.

Monk C3:
- Max Double Punch.
- Max Energy Blast.
- Max One Inch Punch.
- 1 point in God Finger Flick
- Last 7 points in Hand Knife.

Attributes
Must have:
Max these as soon as possible:
Increased Maximum Buff Count.
Heal: Creating Extra.
Heal: Remove Damage (you can leave this on 100% of the time since the damage is negligible, and you don't want to through the trouble of turning this on and off).
Safety Zone: Increased Range.
Safety Zone: Block Count.
Blessing: Enhance.
Blessing: Additional Buff.
Double Punch: Enhance.
Palm Strike: Bleeding.
Hand Knife: Armor Break.
Energy Blast: Remove Knockdown.
Energy Blast: Enhance.
One Inch Punch: Enhance.
One Inch Punch: Silence.
Note: For the damage enhance attributes, you should max Blessing > Double Punch first then work on Energy Blast > One Inch Punch.

Good to have:
Max these when you have spare gold and finish the previous list:
Increased Maximum Weight
Plate Mastery: Defense.
Weapon Swap.
Deprotected Zone: Enhance.
Deprotected Zone: Retention Time.
Deprotected Zone: Sword Attack.
Monstrance: Duration.
Blessing: Attack Count.
Resurrection: Revive Count.
Sacrament: Dark Property Resistance.
Revive: Duration.
God Finger Flick: Enhance.
Note: Max out enhancement for Plate Mastery > God Finger Flick first, then move on to Deprotected Zone.

Others:
The other attributes not mentioned in this section are useless or doesn't add any benefit to your play style.

Gears
Generally speaking you would want Plate as your armor type since it gives you the best buff. It increases your STA, max health and reduces physical damage. For weapon, you would want swords because they provide physical related buffs while maces provide magical related buffs. In early level you would want to stick with Cafrisun Set as long as possible for the additional hit it gives to your auto attack.
Note 1: The gears will be divided into Best in Slot (BiS) or Recommended (R). And they will have a tag of either Buy It (BI) (cheap to buy or hard to farm) or Farm It (FI) (expensive to buy or easy to farm) or ? (lacking information), quest items have neither.
Note 2: There are some better gears here but whether they drop or not is a mystery.
Note 3: You should at least +5 your weapon and +3 everything else for easy leveling.
Note 4: You can always skip some of these items if you level up fast enough for the next tier.

1~40:
- Armor: Cafrisun Set +4 (BiS, R, BI).
- Accessory: Bronza Medal +4 (BiS, R) and Crystal Bangle +4 (BiS, R) and (Shine Bracelet +4 (BiS, BI) or Bronza Bracelet +4 (R)).
- Main-hand: Panto Sword +6 (BiS, BI) or Dio Sword +6 (R, BI).
- Off-hand: Meteor +4 (BiS, R, BI).

40~75:
- Armor: Cafrisun Set +4 (BiS, R, BI).
- Accessory: (Cryolight Pendant +4 (BiS, FI) or Saphie Necklace +4 (R)) and Poison Bangle x2 +4 (BiS, R, FI).
- Main-hand: Five Hammer + 6 (BiS, R, FI) or Thresh Sword +6 (R, FI).
- Off-hand: Zalia Kite Shield +4 (BiS, R, FI).

75~120:
- Armour: Shnayim Greaves +4 (BiS, R) and Tomb Gauntlets +4 (BiS, R) and Riena Set +4 (BiS, R).
- Accessory: Strength Pendant +4 (BiS, R, FI) and (Gladiator Band x2 +4 (BiS, BI) or (Bearkaras Bracelet +4 (R) and Zachariel Bangle +4 (R))).
- Main-hand: Five Hammer + 6 (BiS, R, FI) or Flonas Sabre +6 (R, FI).
- Off-hand: Arde Dagger +0 (BiS, R, BI) or Beetleback +4 (R, FI).

120~170:
- Armor: Legwyn Family's Plate Armor Set +4 (BiS, BI) or (Turn Plate Greaves +4 (R) and Turn Plate Gauntlets +4 (R) and Turn Plate Leggings +4 (R) and Turn Plate Armor +4 (R)) then (Shaton Plate Greaves +4 (R) and Shaton Plate Gauntlets +4 (R) and Shaton Plate Leggings +4 (R) and Shaton Plate Armor +4 (R)).
- Accessory: (Petamion +4 (BiS, BI) or Strength Pendant +4 (R, FI)) and Bracer of Archer x2 +4 (BiS, FI).
- Main-hand: Velniup +6 (BiS, R, BI) or Dratt Sword +6 (R, FI).
- Off-hand: Arde Dagger +0 (BiS, R, BI) or Ledas Shield +4 (R, FI).

170~220:
- Armor: (Roxona Plate Boots +4 (BiS, BI) or Tyla Plate Greaves +4 (R)) and (Roxona Plate Gauntlets +4 (BiS, BI) or Tyla Plate Gauntlets +4 (R)) and (Roxona Plate Pants +4 (BiS, BI) or Tyla Plate Leggings +4 (R)) and (Roxona Plate Armor +4 (BiS, BI)) or Tyla Plate Armor +4 (R)).
- Accesory: (Max Petamion +4 (BiS, BI) or Warrior Pendant +4 (R, FI)) and (Sissel Bracelet x2 +4 (BiS, BI) or Bracer of Archer x2 +4 (R, FI)).
- Main-hand: Suncus Maul +6 (BiS, R, BI) or Magas Sword +6 (BiS, BI).
- Off-hand: Venom + 0 (BiS, R, BI) or Karacha Dagger +0 (R, BI) or Arde Dagger +0 (R, BI) or Otrava Shield +4 (R, FI).

220~270:
- Armor: Virtov Plate Set +4 (BiS, ?) or Grynas Set +4 (R, ?).
- Accesory: (Terrallion +4 (BiS, ?) or Warrior Pendant +4 (R, FI)) and (Phada x2 +4 (BiS, ?) or Bracer of Archer x2 +4 (R, FI)).
- Main-hand: Shark Cutter +6 (BiS, ?) or Suncus Maul +6 (R, BI).
- Off-hand: Venom + 0 (BiS, R, BI) or Karacha Dagger +0 (R, BI) or Arde Dagger +0 (R, BI) or Otrava Shield +4 (R, FI).

270+:
- Armor: Lolopanther Plate Set +15 (BiS, R, ?).
- Accessory: Lolopanther Medal +15 (BiS, R, ?) and Phada x2 +15 (BiS, R ?).
- Main-hand: Illizia +15 (BiS, R, ?).
- Off-hand: Venom + 0 (BiS, R, BI) or Karacha Dagger +0 (R, BI) or Arde Dagger +0 (R, BI) or Otrava Shield +15 (R, FI).

Gems
Gems Usage:
Since you already have high DEX, you should aim toward Crit Damage, thus you should get Yellow Gem for Main-hand and Off-hand and Red Gem for Gloves. For Shirt and Pants , you should get HP from Red Gem since this is the best defensive attribute, no doubt. For Boots, I recommend to get a Blue Velwriggler Gem (you can get from Blue Velwriggler) for Double Punch damage. If you can't find one, put a Yellow Gem (+HP) into your Boots.

-Red Gem: Gloves (+Crit Damage), Shirt (+HP), Pants (+HP).
-Yellow Gem: Main-hand (+Crit Damage), Off-hand (+Crit Damage).
-Blue Velwriggler Gem: Boots (+Double Punch).

Gems Leveling:
If you are lucky enough to get a Monster Gem which add skills, feed it to your gem, since at the moment you can't trade Monster Gem (actually you can trade the equipment the trader want to put gem in and do it yourself, though this will require some trust). Otherwise, use all your cheap materials and unused gems as food.

PvE Strategy
Leveling Guide:
Here is a very good and detailed leveling guide. I have been using it and can confirm its effectiveness.

Skills Usage:
Before Monk:
> Solo:
- Keep Blessing and Sacrament up all the time.
- Use Heal, Cure, Revive and Max Heal when needed.
- Use Safety Zone when mass farming.
- Use Safety Zone, Deprotected Zone, and Aspersion in boss battle.

> Dungeon:
- Keep Blessing, Sacrament and Aspersion up all the time.
- Use Divine Might off CD.
- Use Heal, Cure, Revive, Resurrection and Max Heal when needed.
- Use Safety Zone when mass mobbing.
- Use Safety Zone and Deprotected Zone in boss battle.

After Monk:
> Solo:
- Keep Blessing and Sacrament (optional) up all the time.
- Use Heal, Cure, Revive and Max Heal when needed.
- Use Safety Zone when mass farming.
- Spam Double Punch as much as possible.
- Use Divine Might + Energy Blast on large group mobs so that you hit them against a wall.
- Use Fade when you are charging Energy Blast.
- Use Safety Zone, Deprotected Zone, Aspersion, Hand Knife in boss battle.
- Use Palm Strike and One Inch Punch off CD on boss.

> Dungeon:
- Keep Blessing, Sacrament and Aspersion up all the time.
- Use Divine Might off CD.
- Use Heal, Cure, Revive, Resurrection and Max Heal when needed.
- Spam Double Punch as much as possible.
- Use Energy Blast on large group mobs so that you hit them against a wall.
- Use Safety Zone and Deprotected Zone in boss battle.
- Use Palm Strike, Hand Knife and One Inch Punch off CD on boss.

PvP Strategy
Preparation:
- Buff yourself with Aspersion, Blessing and Sacrament.
- Use scrolls if you purchase any.

During fight:
- Use Heal for you and your allies.
- Use Safety Zone when you or your allies are getting focused.
- Use Cure for level 1 debuff.
- Use Revive and Max Heal when low on health.

In melee range:
- Buff yourself with Divine Might.
- Use Hand Knife for armor break > Opponent gets slightly knock back > Run close.
- Use 1~2 Double Punch.
- Use Palm Strike for bleeding > Opponent gets knock back > Run close.
- Use 1~2 Double Punch.
- Use One Inch Punch for silence and hp/sp drain > Opponents gets knock back > Run close.
- Spam Double Punch as much as possible.
- Finish off with God Finger Flick.

In long range:
- Chip away their health with God Finger Flick.
- Use Divine Might + charge Energy Blast.
- Aim and fire.
- If getting attacked, proceed with melee range combo.
- Finish off with God Finger Flick.

Credits
Inspired by: (haikano) Human Weapon.
Math formulas:
- Stats Formula.
- Monstrance DEX Formula.
Bonus Damage information:
- Damage Guide.
- Priest Buff Information.
Images:
- Tree of Savior Blog.
- (mobius-9) Kamehameha.
Class icons: Tree of Savior Fan Base.
Copy Build
Rank 1
circle 1
Cleric
5 / 5
2
Heal
Cleric12 Cleric3 Cleric10 Cleric20 Cleric21
Heal: Enhance
Type: Passive
* Increases the damage and heal factor of [Heal] by 0.5% per attribute level
* +10% added bonus at maximum level

Cleric 1st Circle required
Heal: Creating Extra
Type: Active
* Adds a 2% chance per attribute level of being automatically healed when using [Heal]
* Increases SP consumption by 20%

Cleric 1st Circle required
Heal: Remove Damage
Type: Active
* [Heal] will not inflict damage nor react to enemies
* Increases SP consumption by 10%

Cleric 1st Circle required
Heal: Open Sanctuary
Type: Active
* Extends the effects of [Heal] to neutral characters.

Cleric 1st Circle required
Heal: Exclude Summons
Type: Active
* Keeps [Heal] effects from applying to summons.

Cleric 1st Circle required
Heal: Linger
Type: Active
* Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal
* The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat
* Increases SP consumption by 30%

Cleric 3rd Circle required
Heal

[Magic] - [Holy]
Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR.

Level 5:
Attack 228%
Heal factor 228%
Magic circle duration 40 sec
No. of heal circles 5
SP: 38

Type: Magic / Buff
Cooldown: 22s
Element: Holy
1 / 5
Cure
Cleric11
Cure: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level
* +10% added damage at maximum level

Cleric 1st Circle required
Cure: Damage Interval
Type: Active
* Decreases the interval of [Cure]'s magic circle by 0.2 seconds
* Increases SP consumption by 20%

Cleric 2nd Circle required
Cure

[Magic] - [Holy]
Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies.

Level 1:
0.4 second attack 103%
No. of Hits: 10
Magic Circle Duration: 6 seconds
SP: 15

Type: Magic / Buff
Cooldown: 27s
Element: Holy
5 / 5
Safety Zone
Cleric8
Safety Zone: Increased Range
Type: Active
* Increases range applied by [Safety Zone] to 15
* Increases SP consumption by 80%

Cleric 1st Circle required
Safety Zone: Block Count
Type: Active
* Increases block count of [Safety Zone] by 1 per attribute level
* Increases SP consumption by 10%

Cleric 2nd Circle required
Safety Zone

Creates a magic circle that blocks incoming attacks.

Level 5:
Blocks: 10 times
Magic Circle Duration: 20 seconds
SP: 47

Type: Magic / Buff
Cooldown: 48s
Element: Holy
3 / 5
Deprotected Zone
Cleric13 Cleric5 Cleric7
Deprotected Zone: Enhance
Type: Passive
* Adds to the defense decrease effect of [Deprotected Zone] by 1 per attribute level
* This attribute applies after the stack calculation

Lv3 Deprotected Zone required
Deprotected Zone: Retention Time
Type: Active
* Increases duration of [Deprotected Zone]'s magic circle by 1 second per attribute level
* Increases SP consumption by 10%

Cleric 1st Circle required
Deprotected Zone: Sword Attack
Type: Active
* Using basic sword attacks on enemies with [Deprotected Zone] will inflict [Weakened Defense]
* [Weakened Defense] can be stacked up to 10 times
Increases SP consumption by 10%

Cleric 1st Circle required
Deprotected Zone

Creates a magic circle that decreases the defense of enemies over time.

Level 3:
Reduces 0.3% per stack
Magic Circle Duration: 10 seconds
SP: 31

Type: Magic / Buff
Cooldown: 13s
Element: Holy
Rank 2
circle 1
Priest
1 / 5
Aspersion
Priest11
Aspersion: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Aspersion] by 0.5% per attribute level
* +10% added damage at maximum level

Priest 1st Circle required
Aspersion

[Magic] - [Holy]
Sprinkle holy water to help increase the physical defense of you and your allies and to inflict damage to enemies.

Level 1:
Attack: 182%
Physical Defense: +75
Targets: 10
Duration: 300 seconds
Consumes 1 Holy Water
SP: 26

Type: Magic / Attack
Cooldown: 20s
Element: Holy
0 / 5
Monstrance
Priest22
Monstrance: Buff Duration
Type: Active
* Increases duration of the [Monstrance] buff by 60 second per attribute level
* Increases SP consumption by 20%

Priest 1st Circle required
Monstrance

Creates a magic circle in front to reduce enemy evasion and physical defenses within range. The effect is maintained for a certain amount of time even if it is out of the scope of the magic circle. When casting, nearby party members receive increased DEX.

Level 1:
Increases ally's DEX stat
Enemy's Evasion: -6
Decreases enemy's defense by 10%
Duration for allies: 20 seconds
Duration for enemies 30 seconds
SP: 27

Type: Magic / Buff
Cooldown: 20s
Element: Holy
3 / 5
Blessing
Priest13 Priest6
Blessing: Enhance
Type: Passive
* Increases additional damage of [Blessing] by 1% per attribute level

Lv3 Blessing required
Blessing: Additional Buff
Type: Active
* Increases number of targets for [Blessing] by 1 per attribute level
* Increases SP consumption by 10%

Priest 1st Circle required
Blessing

Gives a blessing granting additional damage to the attacks of your party members and allies.

Level 3:
Additional Damage: +105
Allies Affected: 2
Duration: 300 seconds
Consumes 1 Holy Powder
SP: 49

Type: Magic / Buff
Cooldown: 35s
Element: Holy
1 / 5
Resurrection
Priest9
Resurrection: Revive Count
Type: Active
* Increases number of targets that can be revived with [Resurrection] by 1 per attribute level
* Increases SP consumption by 10%

Priest 1st Circle required
Resurrection

Resurrects a target that has been defeated in combat.
In Team Battle League, allows for 1 resurrection per round.

Level 1:
Attack: 289%
Casting Time: 6 seconds
Restores 5% of target's HP after resurrection
No. of Targets: 1
SP: 36

Type: Magic / Buff
Cooldown: 30s
Element: Holy
Rank 3
circle 2
Priest
10 / 10
Aspersion
Priest11
Aspersion: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Aspersion] by 0.5% per attribute level
* +10% added damage at maximum level

Priest 1st Circle required
Aspersion

[Magic] - [Holy]
Sprinkle holy water to help increase the physical defense of you and your allies and to inflict damage to enemies.

Level 10:
Attack: 272%
Physical Defense: +300
Targets: 10
Duration: 300 seconds
Consumes 1 Holy Water
SP: 98

Type: Magic / Attack
Cooldown: 20s
Element: Holy
1 / 10
Monstrance
Priest22
Monstrance: Buff Duration
Type: Active
* Increases duration of the [Monstrance] buff by 60 second per attribute level
* Increases SP consumption by 20%

Priest 1st Circle required
Monstrance

Creates a magic circle in front to reduce enemy evasion and physical defenses within range. The effect is maintained for a certain amount of time even if it is out of the scope of the magic circle. When casting, nearby party members receive increased DEX.

Level 1:
Increases ally's DEX stat
Enemy's Evasion: -6
Decreases enemy's defense by 10%
Duration for allies: 20 seconds
Duration for enemies 30 seconds
SP: 27

Type: Magic / Buff
Cooldown: 20s
Element: Holy
3 / 10
Blessing
Priest13 Priest6
Blessing: Enhance
Type: Passive
* Increases additional damage of [Blessing] by 1% per attribute level

Lv3 Blessing required
Blessing: Additional Buff
Type: Active
* Increases number of targets for [Blessing] by 1 per attribute level
* Increases SP consumption by 10%

Priest 1st Circle required
Blessing

Gives a blessing granting additional damage to the attacks of your party members and allies.

Level 3:
Additional Damage: +105
Allies Affected: 2
Duration: 300 seconds
Consumes 1 Holy Powder
SP: 49

Type: Magic / Buff
Cooldown: 35s
Element: Holy
5 / 5
Resurrection
Priest9
Resurrection: Revive Count
Type: Active
* Increases number of targets that can be revived with [Resurrection] by 1 per attribute level
* Increases SP consumption by 10%

Priest 1st Circle required
Resurrection

Resurrects a target that has been defeated in combat.
In Team Battle League, allows for 1 resurrection per round.

Level 5:
Attack: 352%
Casting Time: 2 seconds
Restores 25% of target's HP after resurrection
No. of Targets: 1
SP: 76

Type: Magic / Buff
Cooldown: 30s
Element: Holy
1 / 5
Sacrament
Priest7
Sacrament: Dark Property Resistance
Type: Active
* Increases dark property resistance by 5 per attribute level when [Sacrament] is active
* Increases SP consumption by 10%

Priest 2nd Circle required
Sacrament

Temporarily grants an additional Holy property attack to you and your party member's attacks.

Level 1:
Holy Property Attack: +180
Duration: 220 seconds
Consumes 1 Gyslotis
SP: 38

Type: Magic / Buff
Cooldown: 90s
Element: Holy
5 / 5
Revive
Priest21
Revive: Duration
Type: Active
* Increases duration of [Revive] by 7 seconds per attribute level
* Not applicable in TBL or GvG
* Increases SP consumption by 20%

Priest 2nd Circle & Lv2 Resurrection required
Revive

Prevents one from becoming Incapable of Combat once.

Level 5:
HP Recovery: 25%
Invincibility: 5 seconds
Duration: 90 seconds
SP: 81

Type: Magic / Buff
Cooldown: 120s
Element: Holy
5 / 5
Mass Heal
Priest26
Mass Heal: Enhance
Type: Active
* Increases the heal factor of [Mass Heal] by 0.5% per attribute level
* +10% added bonus at maximum level

Priest 2nd Circle required
Mass Heal

Restores the HP of nearby allies.

Level 5:
Heal factor 598%
SP: 75

Type: Magic / Buff
Cooldown: 30s
Element: Holy
Rank 4
circle 2
Cleric
10 / 10
2
Heal
Cleric12 Cleric3 Cleric10 Cleric20 Cleric21
Heal: Enhance
Type: Passive
* Increases the damage and heal factor of [Heal] by 0.5% per attribute level
* +10% added bonus at maximum level

Cleric 1st Circle required
Heal: Creating Extra
Type: Active
* Adds a 2% chance per attribute level of being automatically healed when using [Heal]
* Increases SP consumption by 20%

Cleric 1st Circle required
Heal: Remove Damage
Type: Active
* [Heal] will not inflict damage nor react to enemies
* Increases SP consumption by 10%

Cleric 1st Circle required
Heal: Open Sanctuary
Type: Active
* Extends the effects of [Heal] to neutral characters.

Cleric 1st Circle required
Heal: Exclude Summons
Type: Active
* Keeps [Heal] effects from applying to summons.

Cleric 1st Circle required
Heal: Linger
Type: Active
* Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal
* The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat
* Increases SP consumption by 30%

Cleric 3rd Circle required
Heal

[Magic] - [Holy]
Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR.

Level 10:
Attack 228%
Heal factor 228%
Magic circle duration 40 sec
No. of heal circles 10
SP: 68

Type: Magic / Buff
Cooldown: 22s
Element: Holy
1 / 10
Cure
Cleric11 Cleric1
Cure: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level
* +10% added damage at maximum level

Cleric 1st Circle required
Cure: Damage Interval
Type: Active
* Decreases the interval of [Cure]'s magic circle by 0.2 seconds
* Increases SP consumption by 20%

Cleric 2nd Circle required
Cure

[Magic] - [Holy]
Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies.

Level 1:
0.4 second attack 103%
No. of Hits: 10
Magic Circle Duration: 6 seconds
SP: 15

Type: Magic / Buff
Cooldown: 27s
Element: Holy
10 / 10
Safety Zone
Cleric8 Cleric18
Safety Zone: Increased Range
Type: Active
* Increases range applied by [Safety Zone] to 15
* Increases SP consumption by 80%

Cleric 1st Circle required
Safety Zone: Block Count
Type: Active
* Increases block count of [Safety Zone] by 1 per attribute level
* Increases SP consumption by 10%

Cleric 2nd Circle required
Safety Zone

Creates a magic circle that blocks incoming attacks.

Level 10:
Blocks: 20 times
Magic Circle Duration: 20 seconds
SP: 82

Type: Magic / Buff
Cooldown: 48s
Element: Holy
3 / 10
Deprotected Zone
Cleric13 Cleric5 Cleric7
Deprotected Zone: Enhance
Type: Passive
* Adds to the defense decrease effect of [Deprotected Zone] by 1 per attribute level
* This attribute applies after the stack calculation

Lv3 Deprotected Zone required
Deprotected Zone: Retention Time
Type: Active
* Increases duration of [Deprotected Zone]'s magic circle by 1 second per attribute level
* Increases SP consumption by 10%

Cleric 1st Circle required
Deprotected Zone: Sword Attack
Type: Active
* Using basic sword attacks on enemies with [Deprotected Zone] will inflict [Weakened Defense]
* [Weakened Defense] can be stacked up to 10 times
Increases SP consumption by 10%

Cleric 1st Circle required
Deprotected Zone

Creates a magic circle that decreases the defense of enemies over time.

Level 3:
Reduces 0.3% per stack
Magic Circle Duration: 10 seconds
SP: 31

Type: Magic / Buff
Cooldown: 13s
Element: Holy
5 / 5
Divine Might
Cleric6
Divine Might: Devil-type Damage
Type: Active
* Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might]
* Increases SP consumption by 10%

Cleric 2nd Circle required
Divine Might

Temporarily increases the skill levels of you and your party members by 1.

Level 5:
Applies 5 times
Duration: 60 seconds
SP: 45

Type: Magic / Buff
Cooldown: 27s
1 / 5
Fade
Fade

Erases the threat of monsters making them stop any attacks on you.

Level 1:
Duration: 12 seconds
SP: 24

Type: Magic / Buff
Cooldown: 40s
Element: Holy
Rank 5
circle 1
Monk
0 / 5
Iron Skin
Monk2
Iron Skin: Additional Reflect Damage
Type: Active
* Increases reflection of [Iron Skin] by 5% per attribute level
* Increases SP consumption by 10%

Monk 1st Circle required
Iron Skin

[Physical] - [Strike]
Temper your skin as hard as steel to inflict damage by bouncing back an enemy's attack.

Level 1:
Reflects 60% of the target's physical attack
Maximum Duration: 5 seconds
Unable to block magic & long-ranged projectiles
SP: 42

Type: Magic / Buff
Cooldown: 100s
5 / 5
Double Punch
Monk12
Double Punch: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Double Punch] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 1st Circle required
Double Punch: Decreased SP
Type: Active
* Reduces SP consumption of [Double Punch] by 30%

Monk 2nd Circle required
Double Punch

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Use your trained fists to attack an enemy in quick succession. The target receives additional strike damage for a period of time.

Level 5:
Attack: 157% x 2
SP: 32

Type: Melee / Attack
Cooldown: 0s
1 / 5
Palm Strike
Monk15 Monk4 Monk3
Palm Strike: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Palm Strike] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 1st Circle required
Palm Strike: Bleeding
Type: Active
* Enemies hit by [Palm Strike] will be afflicted with [Bleeding] for 8 seconds
* Increases duration of [Bleeding] by 1 second per attribute level
* Bleeding damage is proportional to the character's physical attack
* Increases SP consumption by 10%

Monk 1st Circle required
Palm Strike: Remove Knockdown
Type: Active
[Palm Strike] no longer knocks enemies down
* Only applies if attribute is set to ON
* Increases SP consumption by 10%

Monk 1st Circle required
Palm Strike

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Use your trained fingertips to attack an enemy by inflicting an internal injury. Deals additional damage proportional to the enemy's defense (additional damage does not exceed character's max. attack).

Level 1:
Attack: 347%
AoE Attack Ratio: 6
SP: 36

Type: Melee / Attack
Cooldown: 15s
1 / 5
Hand Knife
Monk18 Monk5 Monk9
Hand Knife: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Hand Knife] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 1st Circle required
Hand Knife: Armor Break
Type: Active
* Enemies hit by [Hand Knife] have a 40% chance to be afflicted with [Armor Break] for 3 seconds
* Increases the chance by 10% per attribute level from Lv2
* Increases SP consumption by 50%

Monk 1st Circle required
Hand Knife: Remove Knockdown
Type: Active
* [Hand Knife] no longer knocks enemies down
* Only applies if attribute is set to ON
* Increases SP consumption by 10%

Monk 1st Circle required
Hand Knife

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Strike with a powerful hand knife to deal damage on an enemy. Deals additional damage proportional to the enemy's SPR (additional damage does not exceed character's max. attack).

Level 1:
Attack: 490%
AoE Attack Ratio: 2
SP: 33

Type: Melee / Attack
Cooldown: 15s
Rank 6
circle 2
Monk
0 / 10
Iron Skin
Monk2
Iron Skin: Additional Reflect Damage
Type: Active
* Increases reflection of [Iron Skin] by 5% per attribute level
* Increases SP consumption by 10%

Monk 1st Circle required
Iron Skin

[Physical] - [Strike]
Temper your skin as hard as steel to inflict damage by bouncing back an enemy's attack.

Level 1:
Reflects 60% of the target's physical attack
Maximum Duration: 5 seconds
Unable to block magic & long-ranged projectiles
SP: 42

Type: Magic / Buff
Cooldown: 100s
10 / 10
Double Punch
Monk12 Monk10
Double Punch: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Double Punch] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 1st Circle required
Double Punch: Decreased SP
Type: Active
* Reduces SP consumption of [Double Punch] by 30%

Monk 2nd Circle required
Double Punch

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Use your trained fists to attack an enemy in quick succession. The target receives additional strike damage for a period of time.

Level 10:
Attack: 192% x 2
SP: 52

Type: Melee / Attack
Cooldown: 0s
1 / 10
Palm Strike
Monk15 Monk4 Monk3
Palm Strike: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Palm Strike] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 1st Circle required
Palm Strike: Bleeding
Type: Active
* Enemies hit by [Palm Strike] will be afflicted with [Bleeding] for 8 seconds
* Increases duration of [Bleeding] by 1 second per attribute level
* Bleeding damage is proportional to the character's physical attack
* Increases SP consumption by 10%

Monk 1st Circle required
Palm Strike: Remove Knockdown
Type: Active
[Palm Strike] no longer knocks enemies down
* Only applies if attribute is set to ON
* Increases SP consumption by 10%

Monk 1st Circle required
Palm Strike

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Use your trained fingertips to attack an enemy by inflicting an internal injury. Deals additional damage proportional to the enemy's defense (additional damage does not exceed character's max. attack).

Level 1:
Attack: 347%
AoE Attack Ratio: 6
SP: 36

Type: Melee / Attack
Cooldown: 15s
1 / 10
Hand Knife
Monk18 Monk5 Monk9
Hand Knife: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Hand Knife] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 1st Circle required
Hand Knife: Armor Break
Type: Active
* Enemies hit by [Hand Knife] have a 40% chance to be afflicted with [Armor Break] for 3 seconds
* Increases the chance by 10% per attribute level from Lv2
* Increases SP consumption by 50%

Monk 1st Circle required
Hand Knife: Remove Knockdown
Type: Active
* [Hand Knife] no longer knocks enemies down
* Only applies if attribute is set to ON
* Increases SP consumption by 10%

Monk 1st Circle required
Hand Knife

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Strike with a powerful hand knife to deal damage on an enemy. Deals additional damage proportional to the enemy's SPR (additional damage does not exceed character's max. attack).

Level 1:
Attack: 490%
AoE Attack Ratio: 2
SP: 33

Type: Melee / Attack
Cooldown: 15s
5 / 5
Energy Blast
Monk23 Monk8
Energy Blast: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Energy Blast] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 2nd Circle required
Energy Blast: Remove Knockdown
Type: Active
* [Energy Blast] no longer knocks enemies down
* Only applies if attribute is set to ON

Monk 2nd Circle required
Energy Blast

[Physical] - [Holy]
Harness energy and release it in front of you, dealing damage and pushing back all enemies in its path.

Level 5:
Attack per Hit: 211%
Consumes 40 SP per second
SP: 0

Type: Melee / Attack
Cooldown: 45s
Element: Holy
5 / 5
One Inch Punch
Monk21 Monk6
One Inch Punch: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [One Inch Punch] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 2nd Circle required
One Inch Punch: Silence
Type: Active
* Enemies hit by [One Inch Punch] will be afflicted with [Silence] for 5 seconds
* Increases SP consumption by 20%

Monk 2nd Circle required
One Inch Punch

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Extend your fist from a close distance to destroy the insides of an enemy. The attacked enemy will steadily lose HP and SP.

Level 5:
Attack: 916%
Duration: 10 seconds
SP: 76

Type: Melee / Attack
Cooldown: 20s
0 / 5
God Finger Flick
Monk24
God Finger Flick: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [God Finger Flick] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 2nd Circle required
God Finger Flick

[Physical] - [Strike]
Throw a coin by using the tip of your finger to inflict damage on an enemy. The target receives additional strike damage for a period of time.

Level 1:
Attack: 1048%
Consumes 100 Silver
SP: 42

Type: Melee / Attack
Cooldown: 25s
Rank 7
circle 3
Monk
0 / 15
Iron Skin
Monk2
Iron Skin: Additional Reflect Damage
Type: Active
* Increases reflection of [Iron Skin] by 5% per attribute level
* Increases SP consumption by 10%

Monk 1st Circle required
Iron Skin

[Physical] - [Strike]
Temper your skin as hard as steel to inflict damage by bouncing back an enemy's attack.

Level 1:
Reflects 60% of the target's physical attack
Maximum Duration: 5 seconds
Unable to block magic & long-ranged projectiles
SP: 42

Type: Magic / Buff
Cooldown: 100s
15 / 15
Double Punch
Monk12 Monk10
Double Punch: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Double Punch] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 1st Circle required
Double Punch: Decreased SP
Type: Active
* Reduces SP consumption of [Double Punch] by 30%

Monk 2nd Circle required
Double Punch

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Use your trained fists to attack an enemy in quick succession. The target receives additional strike damage for a period of time.

Level 15:
Attack: 228% x 2
SP: 72

Type: Melee / Attack
Cooldown: 0s
1 / 15
Palm Strike
Monk15 Monk4 Monk3
Palm Strike: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Palm Strike] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 1st Circle required
Palm Strike: Bleeding
Type: Active
* Enemies hit by [Palm Strike] will be afflicted with [Bleeding] for 8 seconds
* Increases duration of [Bleeding] by 1 second per attribute level
* Bleeding damage is proportional to the character's physical attack
* Increases SP consumption by 10%

Monk 1st Circle required
Palm Strike: Remove Knockdown
Type: Active
[Palm Strike] no longer knocks enemies down
* Only applies if attribute is set to ON
* Increases SP consumption by 10%

Monk 1st Circle required
Palm Strike

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Use your trained fingertips to attack an enemy by inflicting an internal injury. Deals additional damage proportional to the enemy's defense (additional damage does not exceed character's max. attack).

Level 1:
Attack: 347%
AoE Attack Ratio: 6
SP: 36

Type: Melee / Attack
Cooldown: 15s
8 / 15
Hand Knife
Monk18 Monk5 Monk9
Hand Knife: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Hand Knife] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 1st Circle required
Hand Knife: Armor Break
Type: Active
* Enemies hit by [Hand Knife] have a 40% chance to be afflicted with [Armor Break] for 3 seconds
* Increases the chance by 10% per attribute level from Lv2
* Increases SP consumption by 50%

Monk 1st Circle required
Hand Knife: Remove Knockdown
Type: Active
* [Hand Knife] no longer knocks enemies down
* Only applies if attribute is set to ON
* Increases SP consumption by 10%

Monk 1st Circle required
Hand Knife

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Strike with a powerful hand knife to deal damage on an enemy. Deals additional damage proportional to the enemy's SPR (additional damage does not exceed character's max. attack).

Level 8:
Attack: 679%
AoE Attack Ratio: 2
SP: 92

Type: Melee / Attack
Cooldown: 15s
10 / 10
Energy Blast
Monk23 Monk8
Energy Blast: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Energy Blast] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 2nd Circle required
Energy Blast: Remove Knockdown
Type: Active
* [Energy Blast] no longer knocks enemies down
* Only applies if attribute is set to ON

Monk 2nd Circle required
Energy Blast

[Physical] - [Holy]
Harness energy and release it in front of you, dealing damage and pushing back all enemies in its path.

Level 10:
Attack per Hit: 269%
Consumes 45 SP per second
SP: 0

Type: Melee / Attack
Cooldown: 45s
Element: Holy
10 / 10
One Inch Punch
Monk21 Monk6
One Inch Punch: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [One Inch Punch] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 2nd Circle required
One Inch Punch: Silence
Type: Active
* Enemies hit by [One Inch Punch] will be afflicted with [Silence] for 5 seconds
* Increases SP consumption by 20%

Monk 2nd Circle required
One Inch Punch

[Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed]
Extend your fist from a close distance to destroy the insides of an enemy. The attacked enemy will steadily lose HP and SP.

Level 10:
Attack: 1166%
Duration: 15 seconds
SP: 123

Type: Melee / Attack
Cooldown: 20s
1 / 10
God Finger Flick
Monk24
God Finger Flick: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [God Finger Flick] by 0.5% per attribute level
* +10% added damage at maximum level

Monk 2nd Circle required
God Finger Flick

[Physical] - [Strike]
Throw a coin by using the tip of your finger to inflict damage on an enemy. The target receives additional strike damage for a period of time.

Level 1:
Attack: 1048%
Consumes 100 Silver
SP: 42

Type: Melee / Attack
Cooldown: 25s
0 / 5
Golden Bell Shield
Monk7
Golden Bell Shield: Pain Barrier
Type: Active
* Receive a Pain Barrier effect for 5 seconds when [Golden Bell Shield] effect ends
* Increases cooldown by 10 seconds

Need the 3rd circle of Monk
Golden Bell Shield

Change to a state where you become temporarily invincible from all attacks.

Level 1:
Maximum Duration: 5 seconds
Can block Ranged and Magic attacks
SP: 48

Type: Melee / Buff
Cooldown: 24s
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