Hallowmyr Play

Classes & abilities

Monk

Full damage or a dedicated healer, mobile and close to the fight. Fists and staff. Not a tank.

Wiki / Classes & abilities / Monk

RoleArmour wornTrainer
DPS / HealerCloth, LeatherTamsin Brierhollow

Take a provisional class from a trainer in Greenhollow at level 5; it is free and can be dropped at any time. At level 20 you dedicate to a class for life, or remain a Wayfarer.

Abilities (18)

Sorted by the level at which you can learn them. Abilities are free to learn; you choose six active and four passive ones for your loadout. At Master rank an ability opens two optional sidegrades, A and B, shown under it.

Open-Palm StrikeLevel 5

Active · Enemy · Mana 3 · Cooldown 4 s · Instant · Melee

A quick, centred blow that keeps your rhythm flowing.

Master options

A: Rhythm Palm. 1.1x instead of 1.3x, but gives 6 Flow on top of the blow's own.

B: Pushing Palm. 1.1x instead of 1.3x, but the foe is slowed 20% for 2 s.

Still the BreathLevel 5

Active · Enemy · Mana 3 · Cooldown 12 s · Instant · Melee

A palm to the breastbone that empties the foe's breath, breaking a cast and locking that ability.

Master options

A: Empty Lungs. The ability you cut stays locked 2 s longer, but a 15 s cooldown instead of 12.

B: Breath Taken. A touch that cuts a cast short gives 25 Flow.

Still-Water TouchLevel 5

Active · Ally · Mana 8 · Cooldown 3 s · Cast 0.6 s · Range 3

A steadying hand on an ally close by. Monks heal near the fight, not from afar.

Master options

A: Stillness. 25% more healing, but a 1.2 s cast instead of 0.6 and 25% more mana.

B: Touch in Passing. No cast time, but 25% less healing (and 25% less mana).

Unbound StrideLevel 6

Active · Self · Mana 5 · Cooldown 15 s · Instant

Shrug off one physical hindrance and move on, briefly quicker.

Master options

A: Unbound. Clears 2 physical hindrances instead of 1, but gives no speed.

B: Wind Stride. +40% speed for 5 s instead of +20% for 3, but clears nothing.

MossmantleLevel 7

Active · Self · Cooldown 14 s · Instant

A cloak of living moss knits your wounds shut a little at a time. Spends 30 Flow.

Master options

A: Deep Moss. Spends all your Flow (30 or more): the mend is 1% stronger for every point over 30.

B: Moss Carpet. The moss mends every ally within 3 tiles (you too), each for half.

Rising BreathLevel 7

Active · Ally · Mana 10 · Cooldown 10 s · Instant · Range 3

Shares your breath with an ally: a slow, steady mend.

Master options

A: Shared Breath. The mend lands on the ally and on you, 65% each (30% more mana).

B: Long Breath. The mend runs 20 s instead of 10 and heals 10% more in all, but an 18 s cooldown and 10% more mana.

Sweeping KickLevel 7

Active · Enemy · Mana 5 · Cooldown 10 s · Instant · Melee

A low kick that hobbles the foe.

Master options

A: Leg Sweep. Knocks the foe down for 1 s instead of the slow, but a 16 s cooldown instead of 10.

B: Wide Sweep. Sweeps every foe next to you (2 tiles, no target needed), but the slow is 20% instead of 35%.

Bark MantleLevel 10

Active · Self · Mana 6 · Cooldown 18 s · Instant

Your skin thickens into bark, a sturdy guard that holds for a good while.

Master options

A: Thornbark. 40% less armour, but foes that strike you take a small hit (a fifth of your weapon blow, once a second each).

B: Lent Bark. The bark goes on an ally within 3 tiles instead of you.

Flurry of the GlenLevel 13

Active · Enemy · Mana 12 · Cooldown 14 s · Instant · Melee

Three blows in a single breath.

Master options

A: Glen Wind. Every foe next to you (2 tiles, no target needed) takes the flurry, 2 blows each instead of 3.

B: Gathering Flurry. 0.65x a blow instead of 0.7x, but each blow that lands gives 4 Flow more.

Oakheart CrushLevel 13

Active · Enemy · Mana 12 · Cooldown 14 s · Cast 1.5 s · Range 6

A slow, heavy root-fall that strikes the target for a large amount after a long wind-up.

Master options

A: Falling Oak. 20% lighter, but knocks the foe down for 1.5 s.

B: Oakheart Ring. Foes within 2 tiles of the target take 60% of the blow too, but a 16 s cooldown instead of 14.

BrambleburstLevel 17

Active · Self_aoe · Mana 22 · Cooldown 50 s · Instant · Area 3

Thorns erupt outward from you, hurting everything near you and pinning it in place.

Master options

A: Briar Ring. Less up front (60%) and no 4 s hold, but the thorns stay 6 s: whoever steps in is held 1 s (once every 3 s each).

B: Thorn Spray. 1.5x the damage, but no hold.

Heron StrikeLevel 22

Active · Enemy · Mana 8 · Cooldown 7 s · Instant · Melee

Stand still, then strike like a heron at a fish: one fast, hard blow.

Master options

A: Patient Heron. +30% if you have stood still for 2 s, 10% less otherwise.

B: Wading Heron. 1.4x instead of 1.6x, then +20% speed for 3 s.

Hearthtouch SurgeLevel 26

Active · Ally · Mana 14 · Cooldown 8 s · Cast 0.8 s · Range 3

A warm palm pressed to an ally close at hand: a strong, quick mending. Close range only.

Master options

A: Ember Hand. No cast time; the same healing comes over 6 s instead of at once.

B: Long Reach. Range 5 instead of 3, but 20% less healing (and 20% less mana).

Whirling ReedLevel 35

Active · Self_aoe · Mana 12 · Cooldown 10 s · Instant · Area 2.5

Spin the staff like a reed in a gale and strike every foe around you.

Master options

A: Gale Reed. Radius 3.5 instead of 2.5, but 0.75x instead of 0.9x.

B: Reed in Flow. 0.8x instead of 0.9x, but 3 Flow for each foe struck.

Wellmoss CircleLevel 40

Active · Self_aoe · Mana 18 · Cooldown 16 s · Cast 1 s · Area 3

Draw a circle of soft moss at your feet: everyone standing close is mended. Short range only.

Master options

A: Moss Bed. The moss stays on the ground 8 s, mending whoever stands in it each second: the same healing in all, for those who stay.

B: Quick Moss. No cast time, but 25% less healing (and 25% less mana).

Thousand-Leaf FistsLevel 50

Active · Enemy · Mana 20 · Cooldown 40 s · Instant · Melee

Five blows like leaves in an autumn wind, all on one foe.

Master options

A: Leaf Storm. The five blows spread over up to 3 foes next to you (the target first).

B: Falling Leaves. 4 blows instead of 5, but a 30 s cooldown instead of 40.

Dewfall PinLevel 60

Active · Enemy · Mana 14 · Cooldown 25 s · Instant · Melee

Press a nerve at the shoulder; the foe stands numb and stunned for two seconds.

Master options

A: Numbing Dew. No daze; the foe is silenced for 3 s instead (no spells).

B: Pinned. Holds the foe 4 s instead of dazing it 2 s (it can still strike and cast), and an 18 s cooldown instead of 25.

River in the PalmLevel 80

Active · Ally · Mana 18 · Cooldown 12 s · Instant · Range 3

Lend an ally close by a running river of vigor: a long, steady mend.

Master options

A: Spring Flood. Half the mend lands at once, the other half over 6 s instead of 12.

B: River Shared. The mend lands on the ally and on you, 60% each (20% more mana).

Passives (6)

FlowLevel 6

Passive

+4% physical power and +4% healing power.

CentredLevel 11

Passive

+5% maximum health.

Breath and BoneLevel 30

Passive

Breath steadies the blow: +4% physical power and +2% critical chance.

Deep SpringLevel 45

Passive

A well that does not run dry: +5% healing power.

UnhurriedLevel 70

Passive

Calm under a blow: +4% maximum health and +1 armor.

Still CentreLevel 90

Passive

Fist and hand move as one: +3% physical power and +3% healing power.