Classes
Identity
The Monk has trained their body into a perfected weapon, requiring no heavy armor or magic. Their power comes entirely from physical mastery: bare hands, kicks, fist weapons, and staves, making their feats seem superhuman, but every one of them is the product of relentless training.
In a group, the Monk is the premier puller. Their feign death technique allows them to instantly drop a bad encounter or cleverly split an enemy away from its pack, while fast movement and an indifference to vertical terrain gives them a range that no other class can match. When the group needs a target brought to them cleanly, the Monk is the answer.
Their durability comes from movement and positioning rather than armor; they avoid punishment by not being where the blow lands. They can hold the line as an off-tank when needed, heal themselves in the field, and apply physical techniques that impair both melee and caster opponents.
The Monk’s stance system lets them emphasize different aspects of their martial art depending on the situation, while long-cooldown burst windows reward patience and timing. Their damage has a distinct rhythm that's not about big hits, but instead a relentless, flowing storm of rapid strikes.
Monk
Archetype: Perfected Weapon
Roles: Melee DPS, Puller
Races: Deep Elf, Human, Ogre
Defining Traits
Utilizes bare fists, kicks, fist weapons, and staves in combat
Can feign death as a cornerstone pulling and escape tool
Can serve as an avoidance-based off-tank via dodges and parries; limited in taunt toolkit
Has stances that enhance either damage, avoidance, or speed, with shared cooldowns that create meaningful combat choices
Has disciplines that provide powerful, long-cooldown bursts of offense or near-invulnerability
Has physical debuffs to impair melee and caster opponents
Capable of soloing due to their self-reliance and can mend their own wounds
What’s Changing
The biggest change involves the Monk’s combat choices. Their current toolkit is lean in a way that flattens moment-to-moment gameplay, so through expansion of the shared cooldown system, players will be able to make genuine decisions during a fight rather than settling into a fixed rotation. Ability scaling and upgrades are also being fleshed out across the full level range.
The other change is thematic. The elemental theme in their current abilities is being replaced with lore and aesthetics that belong specifically to the Monk. The class earns its identity through what it does, not through buffs it hands to others, and the ability design is being brought in line with that.
More:
Meaningful combat choices through expanded shared cooldowns
Depth, scaling, and upgrades across the full level range
Monk-specific lore and thematic identity in ability design
Tools to assist with scouting and pulling
Self-reliance
Less:
Generic elemental themes
Buffs for other players
Archer - Bard - Beastmaster - Cleric - Druid - Elementalist - Enchanter - Fighter - Inquisitor - Monk - Necromancer - Paladin - Ranger - Rogue - Shadow Knight - Shaman - Spellblade - Wizard