MONK

reference

Also known as: MONKS · MOUNTAIN-ORDER · MOUNTAINORDER · MOUNTAIN-MONK · MOUNTAINMONK

Help: Monk Description The Monk is a prestige class of the hidden Mountain Order: radiation- hardened wasteland fighters trained to survive through discipline, movement, counters, and brutal empty-hand technique. Monk abilities are skills, never spells, and the class uses movement rather than a separate Ki meter. Monks fight best with empty hands or fist/unarmed weapons. Swords, guns, and other ordinary weapon families do not drive Monk techniques. Becoming a Monk Monk is entered through the Longwalker prestige path. You must have at least 25 Barbarian remorts and 25 Samurai remorts before the Monk path is available. Level 1-50 Skills Level 1: Mountain Stance - Root into a durable defensive stance. Iron Palm - Opens the Monk's main damage chain. Level 5: Breakfall - Passive chance to keep your feet through knockdowns. Level 8: Wasteland Step - Short evasive movement window. Level 10: Centering Breath - Recover health and movement through controlled breathing. Level 12: Conditioned Body - Passive physical damage conditioning. Level 15: Redirect - Yielding counter stance. Level 18: Deflecting Hand - Passive chance to read and evade incoming gunfire. Level 20: Rising Knee - Stronger after your own Iron Palm opening. Level 23: Nerve Strike - Precision hit that weakens physical follow-through. Level 25: Bone Breaker - Heavy structural strike that attacks mitigation. Level 30: Low Sweep - Attacks footing and opens the control chain. Level 32: Evasion - Passive chance to escape an area attack entirely. Level 33: Shoulder Check - Control follow-up; stronger after your own Low Sweep. Level 35: Chain Fists - Rapid-strike technique resolved as one clean combat event. Level 38: Palm Guard - Turns aside one committed attack and can create an opening. Level 40: Circle Break - Strong room-wide strike that clears pressure around the Monk. Still Mind - Cleanse and short defensive focus. Level 42: Toxin Discipline - Passive resistance to poison effects. Level 45: Mountain's Answer - Counterattack built around Redirect. Level 48: Flowing Hands - Successful counters can feed an opening into Iron Palm. Level 50: Fivefold Path - Finisher for the Iron Palm / Rising Knee chain. Individual Help Every Monk technique now has its own entry. For multi-word techniques use the joined or hyphenated keyword, for example HELP IRONPALM or HELP IRON-PALM. Help keywords with embedded spaces are not used. Base Commands mountainstance ironpalm wastelandstep centering redirect risingknee nervestrike bonebreaker lowsweep shouldercheck chainfists palmguard circlebreak stillmind mountainanswer fivefold Stances, Reactions and Chains Mountain Stance and Redirect are different fighting disciplines and do not remain active together. Mountain Stance emphasizes rooted survival; Redirect emphasizes yielding, evasion and countering. The Monk's primary damage chain is: Iron Palm -> Rising Knee -> Fivefold Path The control branch is: Low Sweep -> Shoulder Check Palm Guard and Mountain's Answer can create a Flowing Hands opening. Your next Iron Palm against that same opponent can consume the opening for a stronger start to the normal chain. Combo and opening markers belong to the Monk who created them; another Monk cannot steal your setup. Remort Techniques In addition to the long passive discipline road, Monk gains new techniques through 2000 Monk remorts: 150 Pain Is a Teacher - A meaningful hit can store one short-lived lesson; your next damaging Monk technique spends it. 250 Whirling Throw - Turn an opponent's momentum into a knockdown. 550 Circle Break Mastery - Improves base Circle Break with more power, accuracy, efficiency, and footing disruption. 750 Nerve Lock - Strong physical suppression without a hard stun lock. 800 Iron Circle - Short physical protection for you and nearby groupmates. 950 Resonant Palm - Leave a source-owned vibration for a later finisher. 1100 Sevenfold Ruin - Seven conceptual impacts delivered as one damage packet. 1350 Bullet Time - Short high-evasion state against actual firearm shots. 1600 Diamond Discipline- Passive resistance to selected hostile conditions. 1850 Last Palm - Finisher that becomes stronger as the target is wounded. Remort Commands whirlingthrow nervelock ironcircle resonantpalm sevenfold bullettime lastpalm Bullet Time At 1350 Monk remorts, bullettime pushes Deflecting Hand into a true Mountain Order gunfire discipline. For a short window the Monk reads muzzle movement, flash and trajectory before the normal firearm hit roll resolves, giving a very high chance to move out of a bullet's line. It is powerful, but it is not immunity and has a substantial reuse delay. Resonance and Finishers Resonant Palm leaves a vibration owned by the Monk who placed it. Fivefold Path or Sevenfold Ruin can release that resonance for extra force. Last Palm is not an instant-kill effect; it remains normal NukeFire damage and simply scales harder against an already wounded target. Class Remort Path The Mountain Order's existing discipline milestones still develop the base kit and statistics all the way through 2000 Monk remorts: 50 Mountain Order Discipline 100 Iron Breath 200 Stone Root 300 Counter Current 400 Tempered Bones 500 Empty Hand Doctrine 550 Circle Break Mastery 600 Waste Walker Discipline 700 Ten Thousand Repetitions 800 Unbroken Line 900 Master of Chains 1000 Stillness in Ruin 1250 Mountain Without Walls 1500 Last Order Master 1750 Body as Weapon 2000 The Mountain Endures At 2000, The Mountain Endures becomes a true capstone. A lethal combat hit can leave the Monk barely standing and automatically re-establish Mountain Stance instead of allowing the death, after which the rescue has a long cooldown. It does not replace the normal death/reward machinery for deaths it does not save. Monks will be better at using the combo system than any other class! Use remortskills to see your live Monk unlocks as you progress. See Also: longwalker, remortskills, classlegacy, barbarian, samurai