The Monk is one of the basic job classes in Final Fantasy XI. This is a list of job abilities and traits of the class.
Martial Arts is gained at Level 1 by Monks and also at Level 25 by a Puppetmaster. The initial delay for hand to hand attacks is 480. Martial Arts I reduces this to 400. Martial arts II-VI progressively reduce the delay by 20 and only monks get this advantage. The improvements in Martial Arts II-VI are at levels 16, 31, 46, 61, and 75 respectively. It can be enhanced by wearing the Wrestler's Mantle.
Subtle Blow is a job trait for Monks, Ninja and Dancers. It reduces the amount of TP creatures hit by the monk or ninja gain from the attack. Typically the amount of TP gained by a physical attack for an enemy is based on the character's base TP + 3 per hit. Subtle blow will reduce this by a percentage based on the subtle blow ability of the character plus any equipment.
There are 4 levels of Subtle blow for Monk, one at level 5, 25, 45, and 65. Each level grants a -5% bonus to TP gained, for a natural -20% at level 75. Gear can further reduce this amount but total reduction of TP can never be beyond -50%.
- Arakan Samue
- Barbarian Mittens
- Black Belt
- Bushido Cape
- Dragon Cap / Dragon Cap +1
- Dragon Harness / Dragon Harness +1
- Dragon Mittens / Dragon Mittens +1
- Dragon Subligar / Dragon Subligar +1
- Melee Crown / Melee Crown +1
- Melee Gloves / Melee Gloves +1
- Melee Hose / Melee Hose +1
- Meteor Cesti
- Ninurta's Sash
- Pahluwan Armor Set
- Rajas Ring
This trait allows the monk to take no damage from the attacks they counter. Counter is a passive ability and is gained once player has 10 levels in monk, or for anyone whose subjob is monk and has a job level of 20 or greater. Counter is only activated occasionally, but the chance of countering an attack can be greatly increased if a player uses the ability counterstance.
Max HP BoostEdit
As the name suggests, Max HP Boost permanently increases the Monk's HP. There are multiple levels available:
- Max HP Boost I - available at level 15 (also available to Puppetmasters at level 62)
- Max HP Boost II - available at level 35
- Max HP Boost III - available at level 55
- Max HP Boost IV - available at level 70
Kick Attacks is available at level 51. When using Hand to Hand attacks, there will be a random chance of a kick attack occurring. This trait can also be granted by equipping certain pieces of equipment. An upgrade, Kick Attacks II can be obtained at level 71.
Penance is a Merit trait which passively adds a TP reducing effect to the Chi Blast Ability.
Perfect Counter is a monk ability gained at level 79. It automatically counters the next attack against you.
Hundred Fists is the Monk's special job ability This ability is available, as with all special job ability, at level 1. When activated, the special ability status will remain for 30 seconds. During this time the monk's hand-to-hand weapons delay will drop to next-to-nothing. This allows monks to perform successive punches almost non-stop for the period of this effect. This does not increase or decrease the monk's accuracy, but it does increase then number of attacks he can make drastically, thereby greatly boosting his damage potential. The increase in damage could draw unwanted enmity though since monks are one of the highest damage jobs in the game.
Boost can be learned at level 5. It raises the next attack for approximately three minutes and is stackable. It works well in conjunction with Chi Blast and to increase enmity. Boost can be enhanced by wearing Temple Gloves.
Dodge is a Monk ability in Final Fantasy XI gained at Level 15. When activated, the Monk's Evasion will increase temporarily. Dodge's effect can be enhanced by the Temple Gaiters. It can be activated every 5 minutes.
Focus is learned at level 25. Unlike in most Final Fantasy games, it raises Accuracy rather than Attack. Its effect can be enhanced by equipping the Temple Crown. Like Dodge, it can be activated every 5 minutes.
Monks have access to Chakra at level 35. The ability can be used once every 5 minutes. When activated it will instantly heal a monk for twice his vitality in HP. The Vitality score used is the modified amount after gear, food, songs, et al. Chakra can also remove the negative status ailments poison and blindness. This effect can be enhanced by wearing the Temple Cyclas and Melee Gloves, allowing Chakra to potentially remove paralysis, disease and plague. Chakra can pretty reliably remove up to three of these effects, although paralysis may affect the monk's ability to actually use Chakra.
Chi Blast is a Ranged Attack available to Monks at Level 41. When used, the Monk releases a blast of Chi to inflict damage on the enemy, with no chance of missing. The damage dealt is dependent upon the Monk's Mind (MND) stat. This also drains MP from the monk.
Counterstance is an ability available at level 45 which aims to increase the damage output of the Monk. This ability greatly increases their ability to Counter an attack, but it comes at an equally large drop in their defense stat. Functionally, this means that a monk will potentially get a counter-attack every time they are attacked, thereby increasing his own damage potential and lowering the enemy's, but the moment they start getting hit, the monk is going to lose hit points very rapidly. In addition, using the ability will raise enmity towards the player.
Footwork replaces punch attacks with kicks. Kicks are slower but do more damage and gain more TP. There is also a delay when using spells, songs, and ninjutsu while Footwork is active. An extra kick will occur if a Kick Attack is activated.
Mantra is a Merit ability for Monks. It increases all party members' HP by 4%, 8% or 12% depending on the level of Mantra merit the monk has. It can be used once every 10 minutes and the duration of the HP increase is 3 minutes.
Formless Strikes is the other Merit ability available to Monks. When used, for the duration of 3 minutes, all melee attacks will be considered non-elemental magic damage. This includes status effects such as Invincible, naturally high defense, or weapon type immunity (specifically blunt); however, the attacks will also deal reduced base damage as compared to normal. It may be reused every 10 minutes, with further merit upgrades increasing its effectiveness.