|Zahua, a human monk.|
42 (+14 per level)
Monks are one of the playable classes in Pillars of Eternity. Monks belong to a variety of fighting orders that have sprung up in Ixamitl and the Eastern Reach over the past few centuries. While many monastic orders can trace their teachings to the Enduring Founder, Tletac, individual orders vary greatly in their focus, morality, and ethics. Common folk respect the incredible discipline of monks but see them as an odd, unpredictable bunch who may not be entirely sane. Even mercenaries and other adventurers aren't sure what to make of them.
Background[edit | edit source]
Centuries ago, one man founded the fighting monastic disciplines. He was an old warrior who had knocked on death's door many times and had endured numerous periods of captivity and torture. He discovered a method of mentally focusing on his pain to invoke power from his soul. When he left the service of his lord, he devoted his time to developing these techniques and teaching them to other warriors. He believed that mortification of the flesh not only made warriors more powerful, but that it strengthened the souls of its practitioners, making it more likely that their souls would remain intact when they died, rather than fragment. He advocated fighting with bare fists and without armor to emphasize a fighting monk's personal suffering.
Because the founder of these disciplines was old when he began teaching and died only a few decades later, there are now many different monastic orders. Some are more secluded, some are mendicant travelers, some are mercenaries. They all tend to believe, like their founder, that combat is the ideal path for pursuing their particular brand of mortification of the flesh. Some choose to pursue this in dedicated service, some become mercenaries or assassins, and others devote their lives to dangerous wandering and exploration. There are other groups that also practice mortification of the flesh, but they are not "fighting" monks.
Known monk orders include:
Attributes[edit | edit source]
Abilities[edit | edit source]
Select one ability on each odd level. Transcendent Suffering is learnt automatically by all monks at level 1. Its effects are automatically upgraded at level 4, 7, 10, 13 and 16.
The Monk has unarmed attacks, high mobility, special attacks which deal status effects, and can resist/confound status effects on themselves. They gain the wound resource as they take damage and use the wounds for their special attacks.
- Wounds – Monks gain a point of the "Wound" resource after they take a certain amount of damage (10 by default), which can then be used to power soul-based abilities through their weapon or fist attacks.
|Transcendent Suffering||1||Passive||Monks achieve greater understanding of their bodies' capabilities through enduring the hardships of existence. Their base Unarmed Damage starts much higher than other characters and increases permanently every three levels they gain.|
||Instant||10.0 seconds||The monk's hands become a frenzied blur of attacks, increasing their Attack Rate for a brief period.|
|Torment's Reach||1||Active||Average||20.0 seconds||This ability exploits the shared bonds of universal suffering between all beings. The initial target is hit with a powerful blow that does additional Crush damage. Enemies in a cone behind the target suffer Crush damage and have their Might reduced.|
|Force of Anguish||3||Active||Average||0.5 sec (Average)||10.0 seconds||A powerful attack that knocks the target back a significant distance if the attack is successful. Target bumps others out of the way and bounces off hard surfaces like walls before ending up Prone.|
||Intense practice and years of study enable the monk to move with confident fluidity in battle. During combat, the monk's Movement Rate is significantly increased.|
||The monk is able to channel physical pain into pure energy and redirect it at his or her attackers. While the monk has Wounds, he or she adds a proportional fire bonus to Melee Damage.|
|Transcendent Suffering 2||4||Passive||Monks achieve greater understanding of their bodies' capabilities through enduring the hardships of existence. Their base Unarmed Damage starts much higher than other characters and increases permanently every three levels they gain.|
|Clarity Of Agony||5||Active||
||Instant||10.0 seconds||Through pain the monk is able to cleanse his or her body, reducing the duration of incoming and existing hostile effects by half.|
||Calls upon the power of the monk's psyche, reflecting half of ranged missiles targeting only the monk back to their point of origin. Only attacks resulting in a Miss have a chance to be reflected back.|
|Stunning Blow||5||Active||Average||0.5 sec (Average)||3.0 seconds||A head-targeting strike designed to disrupt enemies' ability to react. Enemies hit by a successful attack are Stunned.|
|Transcendent Suffering 3||7||Passive||Monks achieve greater understanding of their bodies' capabilities through enduring the hardships of existence. Their base Unarmed Damage starts much higher than other characters and increases permanently every three levels they gain.|
|Crucible Of Suffering||7||Passive||20.0 seconds||The monk gains temporary insight through endurance, gaining a temporary bonus to Fortitude, Reflex, and Will whenever a hostile effect expires.|
|Duality of Mortal Presence||7||Passive||The monk gains two modal abilities that allow him or her to switch between a bonus to Deflection and a bonus to all other defenses.|
|Rooting Pain||7||Passive||Average||0.5 sec (Average)||Generates a shockwave around the monk each time he or she gains a Wound, inflicting a small amount of damage to and possibly calling an Interrupt on all enemies in the area of effect.|
|The Long Pain [WM2]||7||Active||
||Average||30.0 seconds||The monk becomes capable of projecting force from his or her fists, inflicting damage at long range.|
|Enervating Blows||9||Passive||15.0 seconds||By targeting certain points on an enemy, the monk is able to inflict physical weakness. Melee Critical Hits cause the target to become Weakened.|
|Transcendent Suffering 4||10||Passive|
|Flagellant's Path||11||Active||Average||0.5 sec (Average)||8.0 seconds||In the blink of an eye, the monk streaks toward a distant target, inflicting terrible Crush damage and penalties to all defenses on anyone in his or her path.|
|Iron Wheel [WM1]||11||Passive||
||The pain from the monk's wounds allows him or her to build Damage Reduction against incoming attacks.|
|Skyward Kick [WM2]||13||Active||Average||0.5 sec (Average)||3.0 seconds||The monk launches a target into the air, slamming them back down to the ground and leaving them Prone.|
|The Dichotomous Soul [WM1]||13||Active||
||Average||15.0 seconds||The monk meditates briefly on his or her pain, summoning two physical manifestations of suffering, one made of flame, the other of ice.|
|Resonant Touch [WM2]||15||Active||Average||The monk's strikes generate a sympathetic resonance between the monk and his or her target. Successive strikes increase the intensity of the resonance. At a time of the monk's choosing, the monk can cause the resonance to inflict devastating Raw damage to anyone currently carrying them.|
Talents[edit | edit source]
- Lesser Wounds – Lowers the monk's Wound threshold, allowing him or her to gain Wounds at a faster rate.
- Lightning Strikes – Energizes the monk's Swift Strikes, causing anyone hit by the attack to take additional Shock damage.
- Mortification of the Soul – The monk can cause enough Raw damage to gain a wound.
Related items[edit | edit source]
|Greenstone Staff [WM1]
|Long Pain Fists|
|War Club of the Mataru [DP]
|Ryona's Breastplate [WM2]
Notable characters[edit | edit source]
1 Minute Guide[edit | edit source]