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REMORT PATH / Frontline · Healing · Damage

Monk

Mountain stands. Flow restores. Tempest strikes.

The way of the Monk.

Stand as the Mountain, restore through the Flow, or strike with the Tempest. Three disciplines give the same adventurer very different ways to meet a fight.

Each discipline has a different role and its own combat resource. Find the rhythm that fits your party: protection, healing, or a blend of martial and magical damage.

GO A LITTLE DEEPER

Skills, spells & class features.

A quick description first.
Open an entry for the full player-help text.

LV 1kickA quick kick.MARTIAL ARTS (ALL FORMS)

PLAYER HELP · kick

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Help Tag      : kick
Help Keywords : KICK, kick
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KICK

Level:     W1, P1, A1, Mk1
Cost:      none

Usage: kick [<target>]

A quick, direct kick delivered to your opponent in battle. If you don't name
a target, you will kick whatever creature you are currently fighting. Causes
1 round of combat lag.

Details:
Your level and strength increase the damage dealt by your kick, while the
target's armor class affects your chance to hit.

See also: BASH, POUND, PUMMEL

Class abbreviations: HELP CLASS CODES.
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LV 2bashKnock a foe sitting and open it to more damage.MARTIAL ARTS (ALL FORMS)

PLAYER HELP · bash

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Help Tag      : bash
Help Keywords : BASH, bash
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BASH

Level:     W2, P2, A2, Mk2
Cost:      none

Usage: bash [<target>]

You lower your shoulder and rush your opponent, trying to knock them off
their feet. If successful, your victim falls sitting, takes bludgeoning damage,
and takes 1.33x damage from the very next attack before standing. If you miss,
you lose your balance and fall sitting yourself. Causes 1 round of combat lag.

You must be wielding a weapon to bash. Some monsters are too large or heavy
to be knocked down.

Details:
Your strength improves your chance to land a bash. Both player level and
strength increase bash damage.

See also: KICK, POUND, "SHIELD BASH"

Class abbreviations: HELP CLASS CODES.
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LV 6poundKnock a foe sitting and open it to more damage.MARTIAL ARTS (ALL FORMS)

PLAYER HELP · pound

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Help Tag      : pound
Help Keywords : POUND, pound
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POUND

Level:     W6, P9, A9, Mk6
Cost:      none

Usage: pound [<target>]

Deliver a crushing, heavy-handed blow to pound your opponent. If the pound
connects, it deals bludgeoning damage and knocks your foe into a sitting
position, causing them to take 1.33x damage from the very next attack before
standing. Causes 1 round of combat lag.

Details:
Your strength and dexterity improve your chance to hit. Both player level
and strength increase pound damage.

See also: KICK, BASH, PUMMEL

Class abbreviations: HELP CLASS CODES.
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LV 9pummelKnock a foe resting and open it to heavy damage.MARTIAL ARTS (ALL FORMS)

PLAYER HELP · pummel

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Help Tag      : pummel
Help Keywords : PUMMEL, pummel
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PUMMEL

Level:     W9, P13, Mk9
Cost:      none

Usage: pummel [<target>]

Deliver a brutal, heavy blow using all your momentum. When it lands, pummel
deals heavy bludgeoning damage and knocks your foe into a resting position,
causing them to take 1.67x damage from the very next attack before standing.
Causes 2 rounds of combat lag.

Warriors must be in Offensive Stance to pummel.

Details:
Your strength improves your chance to hit. Player level and strength both
increase pummel damage.

See also: POUND, BASH, STANCE

Class abbreviations: HELP CLASS CODES.
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LV 9trackFind the path to a creature.MARTIAL ARTS (ALL FORMS)

PLAYER HELP · track

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Help Tag      : track
Help Keywords : TRACK
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TRACK

Level:     T10, W16, Mk9, D5
Cost:      none

Read footprints, bent twigs and other signs of passage to sense the direction
of a visible quarry somewhere in the world.

Track reports a direction rather than moving you. If the quarry is already
beside you or no route can be found, it tells you so. A lost trail can send
you in the wrong direction.

Usage: track <target>

See also: THIEF, HUNT, WARRIOR, MONK, DRUID

Class abbreviations: HELP CLASS CODES.
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LV 16blockIntercept blows.MARTIAL ARTS (ALL FORMS)

PLAYER HELP · block

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Help Tag      : block
Help Keywords : BLOCK, block
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BLOCK

Level:     W13, P17, A17, Mk16, B10
Cost:      none

Raises your shield in combat to deflect an incoming melee attack from your
opponent. When a block succeeds, you completely turn aside a single incoming
physical strike from that enemy. Subsequent strikes in the same round are not
blocked.

You must be wearing a shield in your shield slot to block. Warriors must also
be in Defensive Stance, and a successful block opens a brief three-round
window for a Warrior to counter-attack with the Parry skill.

Usage: block [<target>]

Details:
Your Strength, skill proficiency, and level relative to your opponent
determine your chance to block.

See also: PARRY, "SHIELD BASH", STANCE, BARD

Class abbreviations: HELP CLASS CODES.
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LV 21throwThrow an item or weapon at a target.MARTIAL ARTS (ALL FORMS)

PLAYER HELP · throw

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Help Tag      : throw
Help Keywords : THROW, throw
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THROW

Level:     Mk21
Cost:      none

Throw an item at someone in the next room over.

Usage: throw <item> <target> <direction>

See also: MONK

Class abbreviations: HELP CLASS CODES.
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LV 29huntFollow a creature's trail across the land.MARTIAL ARTS (ALL FORMS)

PLAYER HELP · hunt

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Help Tag      : hunt
Help Keywords : HUNT
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HUNT

Level:     T25, Mk29, D9
Cost:      movement while pursuing

Follow the trail of a creature within your zone. Once the hunt begins, you
take steps toward your quarry while standing and spend movement along the way.

You cannot begin a hunt for another player or a creature above your level.
Reaching the quarry does not automatically attack it. Enter HUNT without a
target to abandon the chase.

Usage: hunt <target>
       hunt

See also: THIEF, TRACK, MONK, DRUID

Class abbreviations: HELP CLASS CODES.
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LV 18ki dodgeKIDODGE (40 mana; 32 in Mountain): every melee swing misses for at least a round, about three on average; 12-second cooldown from successful activation.KI (ALL FORMS)

PLAYER HELP · ki dodge

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Help Tag      : ki_dodge
Help Keywords : "KI DODGE", KIDODGE
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KI DODGE

Level:     Mk18
Cost:      40 Mana (M); 32 in Mountain (12-second cooldown)

Any discipline. For at least one round every melee swing at you misses,
whoever is swinging. Spells still land. After each round it may hold for
another: 85%, then 70%, 55%, 40%, 25% and 10%. That's about three rounds on
average and seven at most. You can use it again once it has faded and 12
seconds have passed since you last used it.

Usage: kidodge

See also: MONK, "KI BARRIER", BALANCE


Class abbreviations: HELP CLASS CODES.
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LV 1ki boltA bolt of ki that grows with your level.KI (ALL FORMS)

PLAYER HELP · ki bolt

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Help Tag      : ki_bolt
Help Keywords : "KI BOLT", ki bolt, ki_bolt
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KI BOLT

Level:     Mk1
Cost:      9 Mana (M)

A bolt of ki at one foe: the monk's first attack spell.  It hits harder as
you gain levels, and a good saving throw softens it.

Usage: cast 'ki bolt' <target>

See also: MONK, "KI BLAST"

Class abbreviations: HELP CLASS CODES.
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LV 11ki barrierKIBARRIER (30 mana): a monster's blows lash back at it for a few rounds.KI (ALL FORMS)

PLAYER HELP · ki barrier

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Help Tag      : ki_barrier
Help Keywords : "KI BARRIER", KIBARRIER, BARRIER
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KI BARRIER

Level:     Mk11
Cost:      30 Mana (M)

Wrap yourself in ki for a few rounds.  Monsters that hit you in melee take
part of the blow back.  The damage returned rises with your level.  You
can't raise a new barrier until the old one fades.

Usage: kibarrier   (or: barrier)

See also: MONK, BALANCE, DISCIPLINE

Class abbreviations: HELP CLASS CODES.
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LV 14balanceBALANCE or MEDITATE: evens hit points, mana and moves (1-minute cooldown).KI (ALL FORMS)

PLAYER HELP · balance

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Help Tag      : balance
Help Keywords : BALANCE, MEDITATE, "KI BALANCE"
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BALANCE

Level:     Mk14
Cost:      free (1-minute cooldown)

Breathe and even out your hit points, mana and moves, so each sits at the
same share of its maximum.  When you're hurt but have mana and moves to
spare, this turns them into hit points.  If it fails, the wait before you
can try again is shorter.

Usage: balance   (or: meditate)

At a bank, BALANCE still shows your account.  Ninjas use MEDITATE for Dark
Focus.

See also: MONK, DISCIPLINE, DEPOSIT, "DARK FOCUS"

Class abbreviations: HELP CLASS CODES.
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LV 21ki blastA blast of ki that hurls a foe back.KI (ALL FORMS)

PLAYER HELP · ki blast

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Help Tag      : ki_blast
Help Keywords : "KI BLAST", ki blast, ki_blast
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KI BLAST

Level:     Mk21
Cost:      22 Mana (M)

A heavy wave of ki that can knock a foe back.  It hits harder as you gain
levels, and a good saving throw softens it.

Usage: cast 'ki blast' <target>

See also: MONK, "KI BOLT", STORMCHAIN

Class abbreviations: HELP CLASS CODES.
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LV 15ki wellspringPassive: regain about 1% of your maximum mana each round of a fight, with rounding; no end-of-fight refund.KI (ALL FORMS)

PLAYER HELP · ki wellspring

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Help Tag      : ki_wellspring
Help Keywords : "KI WELLSPRING", WELLSPRING, KIWELLSPRING
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KI WELLSPRING

Level:     Mk15
Cost:      passive

In any discipline, Each round you or your group are fighting, you get back
about 1% of your maximum mana. Nothing comes back when the fight ends, so pace
yourself across a run of fights.

Usage: (passive skill)

See also: MONK, DISCIPLINE, BALANCE


Class abbreviations: HELP CLASS CODES.
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LV 29perfect formPERFECTFORM (100 mana, or 37.5% base mana in Flow; 90-second cooldown): Mountain guards the group; Flow gives a group healing current; Tempest empowers alternating hits and spells. Stronger at level 30.KI (ALL FORMS)

PLAYER HELP · perfect form

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Help Tag      : perfect_form
Help Keywords : "PERFECT FORM", PERFECTFORM, perfect form
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PERFECT FORM

Level:     Mk29
Cost:      100 Mana (M), or 37.5% base mana in Flow

Your discipline's peak, for three rounds (five at level 30):

   Mountain   Unbroken Circle: you guard the group members around you.
   Flow       River Without End: heals the group now and every round.
   Tempest    Eye of the Storm: weaving melee and ki hits even harder.

You can use it once every 90 seconds.

Usage: perfectform

See also: MONK, DISCIPLINE

Class abbreviations: HELP CLASS CODES.
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LV 2armorImproves armor class.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · armor

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Help Tag      : armor
Help Keywords : armor, armor
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ARMOR

Level:     M5, C1, P4, A5, Mk2
Cost:      15 Mana (M)


Usage       : cast 'armor' [player]
            : cast 'group armor' [player]
Accumulative: No
Duration    : 24, 36, or 48 Hours depending on class and nature of caster.

The Armor spell will improve your AC by up to 30 points, depending on the
nature of the caster.

Group Armor will affect every member of the group.

See Also: AC


Usage:     cast 'armor' <target>

Class abbreviations: HELP CLASS CODES.
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LV 3true sightSee the invisible, the hidden and alignments.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · true sight

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Help Tag      : true_sight
Help Keywords : "TRUE SIGHT"
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TRUE SIGHT

Level:     M2, C4, P3, A3, Mk3, Dr3
Cost:      15 Mana (M)

True Sight lets you see invisible and hidden creatures, find your way in
darkness, and perceive the alignments of those around you. Cast it on
yourself or an ally; casting it again refreshes the duration.

Usage: cast 'true sight' [target]

See also: "GROUP TRUE SIGHT"

Class abbreviations: HELP CLASS CODES.
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LV 6inner strengthRaises strength.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · inner strength

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Help Tag      : inner_strength
Help Keywords : "INNER STRENGTH", inner strength, inner_strength
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INNER STRENGTH

Level:     Mk6
Cost:      30 Mana (M)

Raises the target's Strength.

Usage: cast 'inner strength' <target>

See also: MONK

Class abbreviations: HELP CLASS CODES.
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LV 6detect poisonFinds poison in food, drink or a creature.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · detect poison

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Help Tag      : detect_poison
Help Keywords : "DETECT POISON"
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DETECT POISON

Level:     M21, C3, P6, A6, Mk6
Cost:      5 Mana (M)

Sense whether you or another creature is suffering from poison. This reveals
the condition without curing it; choose a creature to examine its blood.

Usage: cast 'detect poison' [target]

See also: MONK, "CLEANSING PALM", POISON


Class abbreviations: HELP CLASS CODES.
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LV 10invisibleTurns a creature or object invisible.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · invisible

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Help Tag      : invisible
Help Keywords : INVISIBILITY, INVISIBLE
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INVISIBLE

Level:     M4, Mk10
Cost:      25 Mana (M)

Fade from ordinary sight for 24 hours. Observers with True Sight can still see
you, and attacking breaks the concealment. The spell also improves the armor
of a creature it conceals.

Usage: cast 'invisible' [target]

See also: MONK, "TRUE SIGHT", VISIBLE


Class abbreviations: HELP CLASS CODES.
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LV 10group armorArmor for your whole group.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · group armor

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Help Tag      : group_armor
Help Keywords : group armor, group_armor
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GROUP ARMOR

Level:     C8, P12, Mk10
Cost:      30 Mana (M)


Usage       : cast 'armor' [player]
            : cast 'group armor' [player]
Accumulative: No
Duration    : 24, 36, or 48 Hours depending on class and nature of caster.

The Armor spell will improve your AC by up to 30 points, depending on the
nature of the caster.

Group Armor will affect every member of the group.

See Also: AC


Usage:     cast 'group armor'

Class abbreviations: HELP CLASS CODES.
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LV 11group true sightTrue sight for your whole group.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · group true sight

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Help Tag      : group_true_sight
Help Keywords : "GROUP TRUE SIGHT"
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GROUP TRUE SIGHT

Level:     M10, C12, P11, A11, Mk11
Cost:      30 Mana (M)

Group True Sight grants the spell to you, your grouped allies, and your
controlled pets in the same room.

Usage: cast 'group true sight'

See also: "TRUE SIGHT"

Class abbreviations: HELP CLASS CODES.
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LV 12locate objectFinds where an object lies in the world.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · locate object

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Help Tag      : locate_object
Help Keywords : "LOCATE OBJECT"
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LOCATE OBJECT

Level:     M7, Mk12
Cost:      20 Mana (M)

Reach out for an object by name and sense the whereabouts of matching objects
throughout the world. You may learn the room it rests in, its carrier or its
enclosing container. The search reports at most half your level in matches.

Usage: cast 'locate object' <object>

See also: MONK, LOOK, WHERE


Class abbreviations: HELP CLASS CODES.
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LV 16teleportSends the target somewhere random.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · teleport

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Help Tag      : teleport
Help Keywords : TELEPORT
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TELEPORT

Level:     M12, Mk16
Cost:      35 Mana (M)

Leave your present surroundings and reappear in a random place in the world.
You cannot choose the destination, so an escape can carry you into fresh
danger.

Usage: cast 'teleport'

See also: MONK, SUMMON, "GROUP RECALL"


Class abbreviations: HELP CLASS CODES.
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LV 19group recallReturns your whole group to the temple.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · group recall

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Help Tag      : group_recall
Help Keywords : "GROUP RECALL"
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GROUP RECALL

Level:     C15, Mk19
Cost:      25 Mana (M)

Call the grouped players in your room back to their hometowns. Each returns to
their own home; creatures are not recalled by this spell. Fighting can disrupt
the recall and send the caster to an unpredictable destination.

Usage: cast 'group recall'

See also: MONK, "WORD OF RECALL", GROUP


Class abbreviations: HELP CLASS CODES.
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LV 20waterwalkWalk across water.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · waterwalk

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Help Tag      : waterwalk
Help Keywords : WATERWALK
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WATERWALK

Level:     M19, Mk20
Cost:      10 Mana (M)

Tread safely across water without a boat or canoe. The spell lasts 24 hours
and can be placed on yourself or another creature.

Usage: cast 'waterwalk' [target]

See also: MONK, MOVEMENT, SWIM


Class abbreviations: HELP CLASS CODES.
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LV 22summonBrings a creature to you.MYSTIC ARTS (ALL FORMS)

PLAYER HELP · summon

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Help Tag      : summon
Help Keywords : SUMMON
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SUMMON

Level:     C10, P20, A20, Mk22
Cost:      70 Mana (M)

Draw another player to your room from elsewhere in the world. They must allow
summoning with NOSUMMON, and cannot be more than three levels above you.
Immortals and creatures cannot be summoned this way.

Some places ward against summoning. A player still following the tutorial is
also protected from it.

Usage: cast 'summon' <player>

See also: MONK, NOSUMMON, TELEPORT


Class abbreviations: HELP CLASS CODES.
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LV 3rescueRESCUE <ally> takes over the foe attacking an ally.MOUNTAIN - GROUP TANK

PLAYER HELP · rescue

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Help Tag      : rescue
Help Keywords : RESCUE, rescue
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RESCUE

Level:     W3, P10, Mk3, Dr7
Cost:      none

Usage: rescue <player>

Jump into the fight to take over for a wounded companion, forcing the monster
to focus its attacks on you instead. This is essential for protecting casters,
thieves, and other party members. You can only peel one monster off an ally
per attempt.

You cannot rescue non-player characters, and you cannot rescue someone from a
fight you are already the target of.

Details:
Your Rescue skill proficiency determines your chance to successfully pull the
monster's attention to yourself. Causes 1 round of combat lag.

See also: WARRIOR, STANCE, "DEFENSIVE BASTION"

Class abbreviations: HELP CLASS CODES.
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LV 5stone bodySTONEBODY (44 mana): sanctuary-like protection, armor, and 20% more maximum hit points for as long as Sanctuary lasts (8+ game hours); does not stack with Sanctuary.MOUNTAIN - GROUP TANK

PLAYER HELP · stone body

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Help Tag      : stone_body
Help Keywords : "STONE BODY", STONEBODY
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STONE BODY

Level:     Mk5
Cost:      44 Mana (M)

Mountain's foundation.  You get sanctuary, 30 points of armor and 20% more
maximum hit points (up to 1,000 more).  It lasts 8 hours, plus one for
every two points of Wisdom or Intelligence above 18.  It doesn't stack
with Sanctuary, and it ends if you change discipline.

While you're in Mountain, Sanctuary and Stone Body stop 60% of each blow
instead of half.

Usage: stonebody

See also: MONK, MOUNTAIN, "STAND BEFORE", UNMOVING

Class abbreviations: HELP CLASS CODES.
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LV 8rooted strikesPassive: a landed kick, bash, pound or pummel adds a Resolve each round.MOUNTAIN - GROUP TANK

PLAYER HELP · rooted strikes

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Help Tag      : rooted_strikes
Help Keywords : "ROOTED STRIKES", ROOTEDSTRIKES
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ROOTED STRIKES

Level:     Mk8
Cost:      passive

Passive, Mountain. Landing a kick, bash, pound or pummel adds a Resolve, once
a round, on top of what you get for being hit.

Usage: (passive skill)

See also: MONK, MOUNTAIN, RESOLVE, "STONE ECHO"


Class abbreviations: HELP CLASS CODES.
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LV 14stone echoPassive: at 3+ Resolve your blows heal you for 10% of their damage (more with Dexterity).MOUNTAIN - GROUP TANK

PLAYER HELP · stone echo

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Help Tag      : stone_echo
Help Keywords : "STONE ECHO", STONEECHO
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STONE ECHO

Level:     Mk14
Cost:      passive

Passive, Mountain. Once you have 3 or more Resolve, your blows heal you for
10% of the damage they deal, more with high Dexterity.

Usage: (passive skill)

See also: MONK, MOUNTAIN, RESOLVE, "ROOTED STRIKES"


Class abbreviations: HELP CLASS CODES.
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LV 24unbreakablePassive: the part of any blow above 15% of your maximum hit points is halved.MOUNTAIN - GROUP TANK

PLAYER HELP · unbreakable

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Help Tag      : unbreakable
Help Keywords : UNBREAKABLE
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UNBREAKABLE

Level:     Mk24
Cost:      passive

Passive, Mountain. Any part of a single blow above 15% of your maximum hit
points is halved. Stone Body's extra hit points raise that line too.

Usage: (passive skill)

See also: MONK, MOUNTAIN, "STONE BODY", UNMOVING


Class abbreviations: HELP CLASS CODES.
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LV 12stand beforeSTANDBEFORE <ally> (40 mana): for five rounds intercept physical and magical damage aimed at one group member, up to a per-round limit.MOUNTAIN - GROUP TANK

PLAYER HELP · stand before

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Help Tag      : stand_before
Help Keywords : "STAND BEFORE", STANDBEFORE
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STAND BEFORE

Level:     Mk12
Cost:      40 Mana (M)

Step in front of a group member for five rounds.  You take part of the
blows and spells meant for them and stop part outright, up to a limit each
round that rises with your level and Strength.  The guard breaks before it
would leave you near death.  Each blow you take for them adds Resolve.

Usage: standbefore <ally>

See also: MONK, MOUNTAIN, "PERFECT FORM", RESCUE

Class abbreviations: HELP CLASS CODES.
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LV 22steady groundSTEADYGROUND (52 mana): improve the armor of nearby group members.MOUNTAIN - GROUP TANK

PLAYER HELP · steady ground

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Help Tag      : steady_ground
Help Keywords : "STEADY GROUND", STEADYGROUND
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STEADY GROUND

Level:     Mk22
Cost:      52 Mana (M)

Everyone in your group here gets 20 points of armor for four hours.

Usage: steadyground

See also: MONK, MOUNTAIN, "STONE BODY"

Class abbreviations: HELP CLASS CODES.
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LV 16mountain callMOUNTAINCALL (48 mana): every foe fighting your group turns on you.MOUNTAIN - GROUP TANK

PLAYER HELP · mountain call

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Help Tag      : mountain_call
Help Keywords : "MOUNTAIN CALL", MOUNTAINCALL
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MOUNTAIN CALL

Level:     Mk16
Cost:      48 Mana (M)

Plant your feet and roar a challenge. Every monster here fighting someone in
your group turns on you instead, and you gain a Resolve.

Usage: mountaincall

See also: MONK, MOUNTAIN, RESCUE, "STAND BEFORE"


Class abbreviations: HELP CLASS CODES.
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LV 20unmovingUNMOVING (32 mana, 2-minute cooldown): for three rounds take 25% less damage and rise at once when knocked down.MOUNTAIN - GROUP TANK

PLAYER HELP · unmoving

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Help Tag      : unmoving
Help Keywords : UNMOVING
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UNMOVING

Level:     Mk20
Cost:      32 Mana (M) (2-minute cooldown)

For three rounds you take 25% less damage, and if you're knocked down you get
up again at the start of the next round. Save it for the big hits.

Usage: unmoving

See also: MONK, MOUNTAIN, "STONE BODY"


Class abbreviations: HELP CLASS CODES.
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LV 26avalancheAVALANCHE <foe> (50 mana): a crushing palm, stronger with each Resolve; spends all Resolve.MOUNTAIN - GROUP TANK

PLAYER HELP · avalanche

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Help Tag      : avalanche
Help Keywords : AVALANCHE
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AVALANCHE

Level:     Mk26
Cost:      50 Mana (M), all your Resolve

Mountain's finisher: a crushing palm that spends all your Resolve. The more
Resolve you spend, the harder it hits, but you lose the protection that
Resolve was giving you, so pick your moment. Damage also rises with your level
and Strength.

Usage: avalanche [<foe>]

See also: MONK, MOUNTAIN, RESOLVE, THUNDERCLAP


Class abbreviations: HELP CLASS CODES.
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LV 5living currentLIVINGCURRENT <ally> (12.5% base mana): immediate healing and a four-round heal-over-time. Attacks build Current twice as fast as healing does.FLOW - GROUP HEALER

PLAYER HELP · living current

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Help Tag      : living_current
Help Keywords : "LIVING CURRENT", LIVINGCURRENT
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LIVING CURRENT

Level:     Mk5
Cost:      12.5% base mana (M)

Heal yourself or an ally now and again over the next four rounds.  It
heals more with your level, Wisdom and Intelligence.  Your attacks build
Current twice as fast as your heals do, so keep hitting while it runs.

Usage: livingcurrent [<ally>]

See also: MONK, FLOW, CURRENT, "SPRING RAIN"

Class abbreviations: HELP CLASS CODES.
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LV 10healing handsPassive: 15% of your blows' damage heals your most wounded group member each round.FLOW - GROUP HEALER

PLAYER HELP · healing hands

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Help Tag      : healing_hands
Help Keywords : "HEALING HANDS", HEALINGHANDS
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HEALING HANDS

Level:     Mk10
Cost:      passive

Passive, Flow. 15% of the damage your blows and martial skills deal heals your
most wounded group member at the end of each round, up to a limit that rises
with your level. Ebb Tide is the bigger, group-wide version.

Usage: (passive skill)

See also: MONK, FLOW, "MENDING PALM", "EBB TIDE"


Class abbreviations: HELP CLASS CODES.
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LV 14mending palmMENDINGPALM [ally] (7.5% base mana): strike your foe; the damage heals the ally (or you).FLOW - GROUP HEALER

PLAYER HELP · mending palm

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Help Tag      : mending_palm
Help Keywords : "MENDING PALM", MENDINGPALM
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MENDING PALM

Level:     Mk14
Cost:      7.5% base mana (M)

Strike the foe you're fighting and send the force of the blow to an ally as
healing, or to yourself if you don't name anyone. Landing it builds Current.
Damage and healing rise with your level, Wisdom and Intelligence.

Usage: mendingpalm [<ally>]

See also: MONK, FLOW, "HEALING HANDS", CURRENT


Class abbreviations: HELP CLASS CODES.
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LV 11cleansing palmCLEANSINGPALM <ally> (35 mana): remove poison, blindness and curses.FLOW - GROUP HEALER

PLAYER HELP · cleansing palm

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Help Tag      : cleansing_palm
Help Keywords : "CLEANSING PALM", CLEANSINGPALM
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CLEANSING PALM

Level:     Mk11
Cost:      35 Mana (M)

Clears poison, blindness and curses from you or a group member here.

Usage: cleansingpalm [<ally>]

See also: MONK, FLOW, "LIFE'S RETURN"

Class abbreviations: HELP CLASS CODES.
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LV 16quiet palmQUIETPALM <mob> (40 mana): for three rounds that mob deals 25% less damage and loses its extra attacks.FLOW - GROUP HEALER

PLAYER HELP · quiet palm

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Help Tag      : quiet_palm
Help Keywords : "QUIET PALM", QUIETPALM
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QUIET PALM

Level:     Mk16
Cost:      40 Mana (M)

A soft strike that unsettles a monster's ki.  For three rounds it does 25%
less damage to players and loses its extra attacks.

Usage: quietpalm [<foe>]

See also: MONK, FLOW, "EBB TIDE"

Class abbreviations: HELP CLASS CODES.
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LV 18stillwater veilSTILLWATER <ally> (90 mana): single-target sanctuary-like protection for as long as Sanctuary lasts. It shares Sanctuary's protection slot and cannot stack.FLOW - GROUP HEALER

PLAYER HELP · stillwater veil

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Help Tag      : stillwater_veil
Help Keywords : "STILLWATER VEIL", STILLWATER
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STILLWATER VEIL

Level:     Mk18
Cost:      90 Mana (M)

Wrap yourself or a group member in still water: sanctuary for 8 hours,
plus one for every two points of Wisdom or Intelligence above 18.  It
doesn't stack with Sanctuary.

Usage: stillwater [<ally>]

See also: MONK, FLOW, "STONE BODY"

Class abbreviations: HELP CLASS CODES.
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LV 20spring rainSPRINGRAIN (12.5% base mana): heal the nearby group; stored Current makes it stronger.FLOW - GROUP HEALER

PLAYER HELP · spring rain

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Help Tag      : spring_rain
Help Keywords : "SPRING RAIN", SPRINGRAIN
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SPRING RAIN

Level:     Mk20
Cost:      12.5% base mana (M)

Heal everyone in your group here.  It spends your Current for extra
healing, so it's the best way to cash in what your attacks have built.
Healing rises with your level, Wisdom and Intelligence.

Usage: springrain

See also: MONK, FLOW, CURRENT, "LIVING CURRENT"

Class abbreviations: HELP CLASS CODES.
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LV 22ebb tideEBBTIDE (27.5% base mana, 45-second cooldown): for three rounds 20% of your group's damage (+5% per Current spent) heals its most wounded member.FLOW - GROUP HEALER

PLAYER HELP · ebb tide

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Help Tag      : ebb_tide
Help Keywords : "EBB TIDE", EBBTIDE
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EBB TIDE

Level:     Mk22
Cost:      27.5% base mana (M), all your Current (45-second cooldown)

For three rounds, 20% of the damage your group deals heals its most wounded
member. It spends all your Current, and each point adds 5%. The healing is
capped by a limit that rises with your level.

Usage: ebbtide

See also: MONK, FLOW, CURRENT, "SPRING RAIN"


Class abbreviations: HELP CLASS CODES.
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LV 24life's returnLIFESRETURN <ally> (17.5% base mana): a large emergency heal comparable to Restore, stronger with Current; also clears poison and blindness.FLOW - GROUP HEALER

PLAYER HELP · life's return

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Help Tag      : lifes_return
Help Keywords : "LIFE'S RETURN", LIFESRETURN
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LIFE'S RETURN

Level:     Mk24
Cost:      17.5% base mana (M)

Pull an ally back from the edge: a big heal that also clears poison and
blindness.  Current makes it stronger, but you don't need any to use it.
Healing rises with your level, Wisdom and Intelligence.

Usage: lifesreturn [<ally>]

See also: MONK, FLOW, CURRENT, "CLEANSING PALM"

Class abbreviations: HELP CLASS CODES.
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LV 2cure woundsHeals one target; grows stronger at 8 and 15.FLOW - GROUP HEALER

PLAYER HELP · cure wounds

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Help Tag      : cure_wounds
Help Keywords : cure wounds, cure_wounds
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CURE WOUNDS

Level:     C1, P4, Mk2
Cost:      8 - 20 Mana (M)

Effect:    Restores hit points to yourself or an ally. Cure Wounds automatically
grows stronger in both healing power and mana cost as you gain levels:

  Tier 1 : Heals 2d8 + level bonus   ( 8 mana)
  Tier 2 : Heals 3d8 + level bonus   (15 mana)
  Tier 3 : Heals 5d8 + level bonus   (20 mana)

Progression by Class:
  Cleric  : Level 1 (8 mana)  -> Level 5 (15 mana)  -> Level 9 (20 mana)
  Paladin : Level 4 (8 mana)  -> Level 8 (15 mana)  -> Level 12 (20 mana)
  Monk    : Level 2 (8 mana)  -> Level 8 (15 mana)  -> Level 15 (20 mana)

Notes:
  - Clerics receive an additional bonus to healing based on level.
  - Monks must walk the Light (alignment above 350) to cast this spell.

Usage:     cast 'cure wounds' <target>

Class abbreviations: HELP CLASS CODES.
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LV 18dispel magicCures blindness, poison and curses.FLOW - GROUP HEALER

PLAYER HELP · dispel magic

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Help Tag      : dispel_magic
Help Keywords : "DISPEL MAGIC"
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DISPEL MAGIC

Level:     C4, P7, Mk18, Dr20
Cost:      10 Mana (M)

Dispel Magic removes blindness, poison, and curses from a person. It can
also lift a curse from an object or clear poison from food and drink.
Blindness caused by a cursed item may return until the item is removed.

Usage: cast 'dispel magic' <person | object>

See also: POISON, CURSE, BLINDNESS

Class abbreviations: HELP CLASS CODES.
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LV 20serenityEnds the fighting in a room.FLOW - GROUP HEALER

PLAYER HELP · serenity

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Help Tag      : serenity
Help Keywords : SERENITY, serenity
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SERENITY

Level:     Mk20
Cost:      25 Mana (M)

Calms the room and stops the fighting.  Flow only.

Usage: cast 'serenity'

See also: MONK, FLOW, DISCIPLINE

Class abbreviations: HELP CLASS CODES.
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LV 28radiant burstA burst of radiant energy.FLOW - GROUP HEALER

PLAYER HELP · radiant burst

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Help Tag      : radiant_burst
Help Keywords : "RADIANT BURST", radiant burst, radiant_burst
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RADIANT BURST

Level:     Mk28
Cost:      35 Mana (M)

A burst of radiant ki at one foe, for when healing alone won't end the
fight.  It grows with your level and spell power.

Usage: cast 'radiant burst' <target>

See also: MONK, FLOW, DISCIPLINE

Class abbreviations: HELP CLASS CODES.
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LV 5tempest palmTEMPESTPALM <foe> (no mana): a charged melee filler. Melee primes the next ki spell; a ki spell primes the next melee hit, and alternating returns 2% of your mana once a round. Storm gains share a two-point round limit. Before Thunderclap, a full Storm makes the next palm 50% stronger.TEMPEST - MELEE AND SPELL DAMAGE

PLAYER HELP · tempest palm

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Help Tag      : tempest_palm
Help Keywords : "TEMPEST PALM", TEMPESTPALM
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TEMPEST PALM

Level:     Mk5
Cost:      none

A charged palm strike that costs no mana: Tempest's bread and butter.  It
primes your next ki spell, and a ki spell primes it.  Landing it builds
Storm.  Damage rises with your level and Dexterity.

Usage: tempestpalm [<foe>]

See also: MONK, TEMPEST, STORM, THUNDERCLAP

Class abbreviations: HELP CLASS CODES.
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LV 18interruptINTERRUPT [mob] (40 mana): arm a guard against that mob's next spell or special proc. Three successful interrupts per fight; normal swings and scripted events are not blocked.TEMPEST - MELEE AND SPELL DAMAGE

PLAYER HELP · interrupt

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Help Tag      : monk_interrupt
Help Keywords : INTERRUPT
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INTERRUPT

Level:     Mk18
Cost:      40 Mana (M)

Brace against a foe's next spell or special attack and break it.  It won't
stop ordinary swings or scripted events.  You can land three interrupts a
fight, and practice improves your timing.

Usage: interrupt [<foe>]

See also: MONK, TEMPEST, "TEMPEST PALM"

Class abbreviations: HELP CLASS CODES.
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LV 15crackling fistCRACKLINGFIST <foe> (27 mana): melee and ki at once; takes whichever alternation bonus is primed.TEMPEST - MELEE AND SPELL DAMAGE

PLAYER HELP · crackling fist

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Help Tag      : crackling_fist
Help Keywords : "CRACKLING FIST", CRACKLINGFIST
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CRACKLING FIST

Level:     Mk15
Cost:      27 Mana (M)

A close-range blow charged with ki. It counts as both a melee hit and a ki
attack, so it uses whichever weave bonus is primed and primes the next one. It
hits harder with your level and your better of Dexterity and Intelligence.

Usage: cracklingfist [<foe>]

See also: MONK, TEMPEST, STORM, "ROLLING THUNDER"


Class abbreviations: HELP CLASS CODES.
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LV 17rolling thunderROLLINGTHUNDER <foe> (44 mana): three fast strikes that build Storm.TEMPEST - MELEE AND SPELL DAMAGE

PLAYER HELP · rolling thunder

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Help Tag      : rolling_thunder
Help Keywords : "ROLLING THUNDER", ROLLINGTHUNDER
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ROLLING THUNDER

Level:     Mk17
Cost:      44 Mana (M)

Three quick strikes. Each can build Storm, and together they prime your next
ki spell, which makes this a good way to charge up for a finisher. Damage
rises with your level and Dexterity.

Usage: rollingthunder [<foe>]

See also: MONK, TEMPEST, "CRACKLING FIST", STORM


Class abbreviations: HELP CLASS CODES.
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LV 20storm brandSTORMBRAND <foe> (31 mana, 12-second cooldown): for six rounds your ki strikes on it hit 20% harder and each adds a Storm.TEMPEST - MELEE AND SPELL DAMAGE

PLAYER HELP · storm brand

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Help Tag      : storm_brand
Help Keywords : "STORM BRAND", STORMBRAND, BRAND
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STORM BRAND

Level:     Mk20
Cost:      31 Mana (M) (12-second cooldown)

Mark a foe with crackling ki. The brand hurts when it lands, and for six
rounds your ki attacks on that foe hit 20% harder and each adds a Storm. The
first hit rises with your level and Intelligence.

Usage: stormbrand [<foe>]

See also: MONK, TEMPEST, STORM, THUNDERCLAP


Class abbreviations: HELP CLASS CODES.
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LV 24storm chainSTORMCHAIN <foe> (53 mana): strike one foe, then chain at half and a quarter strength to up to two more.TEMPEST - MELEE AND SPELL DAMAGE

PLAYER HELP · storm chain

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Help Tag      : storm_chain
Help Keywords : "STORM CHAIN", STORMCHAIN
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STORM CHAIN

Level:     Mk24
Cost:      53 Mana (M)

Hit one foe with ki and let it jump to up to two more, at half and then a
quarter of the damage.  Best when several monsters are on the group.
Damage rises with your level and Intelligence.

Usage: stormchain [<foe>]

See also: MONK, TEMPEST, THUNDERCLAP

Class abbreviations: HELP CLASS CODES.
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LV 26thunderclapTHUNDERCLAP <foe> (22 mana): spend all Storm for heavy damage; 4+ Storm knocks the foe down. A full Storm left a round breaks on its own for a third. Neither finisher refills Storm or refunds weaving mana; Brand and weaving do not multiply together on them.TEMPEST - MELEE AND SPELL DAMAGE

PLAYER HELP · thunderclap

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Help Tag      : thunderclap
Help Keywords : THUNDERCLAP
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THUNDERCLAP

Level:     Mk26
Cost:      22 Mana (M), all your Storm

Tempest's finisher: spend all your Storm on one heavy hit.  With 4 or more
Storm it knocks the foe down.  It doesn't refill Storm or give mana back,
and Storm Brand and a primed weave don't add together here: only the
bigger bonus counts.  Damage rises with your level, your better of
Dexterity and Intelligence, and the Storm you spend.

Usage: thunderclap [<foe>]

See also: MONK, TEMPEST, STORM, AVALANCHE

Class abbreviations: HELP CLASS CODES.
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LV 12blindnessBlinds the target.TEMPEST - MELEE AND SPELL DAMAGE

PLAYER HELP · blindness

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Help Tag      : blindness
Help Keywords : blindness, blindness
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BLINDNESS

Level:     M8, C6, A7, Mk12
Cost:      25 Mana (M)

Usage       : cast 'blindness' <victim>
Accumulative: No.
Duration    : 2 hours minimum

Blindness will blind a victim failing its saving throw.
A blinded person will have -4 penalty to both hitroll and AC.

See Also: AC

Usage:     cast 'blindness' <target>

Class abbreviations: HELP CLASS CODES.
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LV 18venom touchPoisons a creature, food or drink.TEMPEST - MELEE AND SPELL DAMAGE

PLAYER HELP · venom touch

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Help Tag      : venom_touch
Help Keywords : "VENOM TOUCH", venom touch, venom_touch
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VENOM TOUCH

Level:     Mk18
Cost:      20 Mana (M)

Poisons a creature.  It also poisons food or drink, so mind what you
target.  The poison gets stronger as you gain levels.

Usage: cast 'venom touch' <target>

See also: MONK, TEMPEST, DISCIPLINE

Class abbreviations: HELP CLASS CODES.
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LV 27storm lanceSTORM LANCE: a lance of storm-charged ki through one foe.TEMPEST - MELEE AND SPELL DAMAGE

PLAYER HELP · storm lance

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Help Tag      : storm_lance
Help Keywords : "STORM LANCE", "MIND REND", "BRAIN IMPLOSION"
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STORM LANCE

Level:     Mk27
Cost:      18 Mana (M)

Drive a lance of storm-charged ki through one foe. It counts as a ki attack:
it uses a primed hand strike and primes your next one. A foe marked with Storm
Brand takes more. A good saving throw softens it.

Usage: cast 'storm lance' <foe>

See also: MONK, TEMPEST, "STORM BRAND", THUNDERCLAP


Class abbreviations: HELP CLASS CODES.
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LV 28unmakingUnmakes the target.TEMPEST - MELEE AND SPELL DAMAGE

PLAYER HELP · unmaking

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Help Tag      : unmaking
Help Keywords : UNMAKING, unmaking
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UNMAKING

Level:     Mk28
Cost:      40 Mana (M)

Tempest's strongest spell: you try to unmake a single foe.  Not every
target will yield to it.  It grows with your level and spell power.

Usage: cast 'unmaking' <target>

See also: MONK, TEMPEST, DISCIPLINE

Class abbreviations: HELP CLASS CODES.
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Player-help reference refreshed October 29, 2026. Balance and unlock details can change as the game develops.