Recovers HP and SP every 10 seconds while sitting (not while standing). Recovery is every 20 seconds when overweight and it works even when recuperating from Asura Strike, but without the natural recuperation bonuses (e.g. at LV 2 you will only regenerate at +8/+4 per 10 sec after an Asura Strike, regardless of INT and VIT). Base HP recovery is 4 HP per SkillLV, modified by Maximum HP/500. Base SP recovery is 2 SP per SkillLV modified by Maximum SP/100.
Summons one Spirit Sphere each cast. Spirit Spheres are required and used up by some skills. The maximum number of Spheres you can have is determined by the learned SkillLV. Each active Sphere gives +3 ATK with holy element that never misses. The cast is uninterruptable.
Attacks 3 times with increased damage. Higher skill level DECREASES chance of occurrence. This skill differs from the Thief's Double Attack in many key regards. First of course the delay, as Double Attack takes the same amount of time as a normal attack while this skill takes longer. Triple Attack (and Chain Combo) actually counts for damage as a single strike. This means that damage bonuses from upgrades, masteries, Star Crumbs, and Spirit Spheres are only applied ONCE and divided evenly among the three (four) visible hits. Therefore even with LV10 Triple Attack these "individual hits" will usually be weaker than a single normal attack. On the positive side enemy VIT reduction is also only applied once, so against high-VIT targets the total damage may be much higher than expected. Also, a Thief does not say "Double Attack!!" to every extra hit, while the Monk does. The Silence status does not stop this skill from activating, and it can be used against the Emperium (though other combos cannot). The delay time is affected by ASPD of the user.
Skill's delay is not affected by Magic Strings / Bragi
Directly teleport to any chosen cell. You can not move to or over non movable cells this way, e.g. up a cliff. Uses up 1 Spirit Sphere. If under Critical Explosion state, you can use this skill without the need for Spirit Spheres. After using this skill, you cannot use Asura Strike for the following 2 seconds.
Strong ranged Physical attack. The more defense the target has the more damage this skill will do. It never misses and uses up one Spirit Sphere. Damage is [ATK x (1 + 0.75*SkillLV) x (Enemy Armor+Enemy VIT)/50] x Card Effect.
Throws Spirit Spheres at enemy. Skill level affects number of spheres that can be thrown, damage is (125+25*SkillLV)% ATK using the element of your current weapon. Number of thrown Spirits equals to used SkillLV and may miss depending on normal hit probabilities. It has uninterruptible cast but Pneuma will block this skill.
Set Def and MDEF to 90%. ASPD is reduced by 25% and skills cannot be used. Requires 5 Spirit Spheres to use. This is DEF as from armor so damage from weapons and spells is reduced to at least 10% (with 1 VIT/INT) and even as little as 1 damage if the Monk has enough VIT/INT.
This skill operates like the Knight's Auto Counter, but instead "catches" an attacker, freezing both Monk and target for a few moments. Certain skills are available for you to attack with depending on Blade Stop skill level. Both Monk and attacker are stopped until the Monk uses a skill, the Monk dies, the attacker dies, or Blade Stop's duration expires. Unlike Freeze/Stone Curse status the attacker still has all Flee and DEF. Further, if the target is a Monk who also has the Blade Stop skill then both are free to use their skills (determined by their own Blade Stop skill level). This skill can not be used to counter enemy skills. Does not work against Boss monsters. Uses up 1 Spirit Sphere. Skill range is 1 cell for barehand and 2 cells for armed. Both characters are still able to use items and change equipment.
Usable only when Critical Explosion is active. Uses all SP to do massive damage to the target, HP/SP will not regenerate naturally for 5 minutes after Asura Strike is used. Cancels Critical Explosion after use and requires all remaining Spirit Spheres (that is all 5 if cast independently). Damage is [(Weapon ATK+Base ATK) x (8 + SP/10) + 250 + (150*SkillLV)]*Card Effects. Can be used while catching someone using LV 5 Blade Stop or with no Cast Time at the end of a combo attack (Triple Attack -> Chain Combo -> Combo Finish -> Asura Strike) but the Critical Explosion and Sphere requirements remain in both cases (usable with the 4 spheres remaining after activating Blade Stop/Combo Finish). Increasing the Asura Strike skill level has a relatively small effect on total damage compared to increasing SP, INT or STR. This skill can be interrupted.
Ki Explosion[Quest Skill](Skill ID# 1016, iRO Name: Excruciating Palm)
Use Weapon Property [Splash Damage, 1 cells]
After Cast Delay
Focus your inner energies and attack an enemy to deal damage and push them away. The targeted enemy receives 300% ATK damage, and nearby monsters will be pushed away 2 cells and stunned for 2 sec. Drains a small amount of HP per use.