Monk

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This profession is not yet implemented and may or may not currently be under development. Information presented in this article is subject to change.

Monk
Type Square
Spell Circles Minor Mental, Minor Spiritual
Prime Requisites Agility, Strength
Mana Statistics Wisdom, Discipline
Physical Skills
Skill Cost Ranks
Two Weapon Combat - -
Armor Use - -
Shield Use - -
Combat Maneuvers 5 / 3 2
Edged Weapons 2 / 1 2
Blunt Weapons 3 / 1 2
Two-Handed Weapons 5 / 2 2
Ranged Weapons 3 / 1 2
Thrown Weapons 2 / 1 2
Polearm Weapons 6 / 2 2
Brawling 2 / 1 2
Ambush - -
Multi Opponent Combat 5 / 2 2
Physical Fitness 2 / 0 3
Dodging 1 / 1 3
Magical Skills
Skill Cost Ranks
Arcane Symbols - -
Magic Item Use - -
Spell Aiming 5 / 20 1
Harness Power - -
Elemental Mana Control - -
Mental Mana Control - -
Spirit Mana Control - -
Spell Research 0 / 38 1
Elemental Lore 0 / 12 1
Spiritual Lore 0 / 12 1
Sorcerous Lore - -
Mental Lore - -
General Skills
Skill Cost Ranks
Survival - -
Disarming Traps - -
Picking Locks - -
Stalking and Hiding - -
Perception - -
Climbing - -
Swimming - -
First Aid - -
Trading - -
Pickpocketing - -

The Monk, along with the Savant, is one of two upcoming professions to be added to GemStone IV. Monks are slated to be a square profession, with access to the Minor Mental and Minor Spiritual spell circles. Monks will be expected to use little to no armor, and are are assumed to be geared towards use of the slated Unarmed Combat system.

Combat Maneuvers List

Monks also have the ability to train in the following combat maneuvers:

Something about Martial Stances.

  • Slippery Mind – Outwit mind or soul-affecting spells, percentage chance based on ranks and how light armor is, 3 ranks
  • Inner Harmony – Removes debuff spells, activates every 30 seconds. Three ranks – first rank to have chance to remove, second will automatically shake ones that come after stance is taken, third to remove debuffs in place
  • Stance of the Mongoose – Instead of a parry, automatically counter with a jab
  • Rolling Krynch – gives chances to stay at higher tier of attacks when switching targets
  • Flurry of Blows – Gives chance to jab multiple targets with no additional roundtime
  • TBA – multi-target disabling maneuver, add RT/stun/etc to multiple targets in the room, uses normal CMAN roll
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Reference