Crystal Project – Monk Guide

Monk

  • Advantages: Versatile, High HP, Cheap Investment.
  • Disadvantages: High AP cost, Very low Max MP.

Monk Skills

Beat Down: Very strong Attack/Strength based attack. Has 50% Variance.

  • Cost: 12 AP.
  • Charge: Instant.
  • Requires: Staff/Unarmed.

Meditate: Removes all Debuffs from the user. Can only be used on the user.

  • Cost: 2 AP.
  • Charge: Instant.

First aid: Removes one Debuffs from the target. Can not be used on the user.

  • Cost: 1 AP.
  • Charge: Instant.

Earth Split: Strong Attack/Strength based attack. Attacks all foes.

  • Cost: 14 AP.
  • Charge: Instant.
  • Requires: Staff/Unarmed.
  • Other: Earth elemental attack, Affected by the average of target’s defense and resistance.

Chakra: Applies the buff “Chakra” on user for 3 turns. Cannot target anyone but the user.

  • Cost: 8 AP.
  • Charge: Instant.
  • Other: Chakra restores 30% HP per user turn.

Thunder Chop: Strong Attack/Strength based attack. Attacks all foes.

  • Cost: 14 AP.
  • Charge: Instant.
  • Requires: Staff/Unarmed.
  • Other: Thunder elemental attack, Cannot miss, Affected by the average of target’s defense and resistance.

Focus Energy: Can only be used by the user on themself. Next attack has a 100% crit chance.

  • Gain: AP (Based on Strength)
  • Charge: Instant.

Wind Punch: Very Strong Attack/Strength based attack. +100% Critical damage.

  • Cost: 22 AP.
  • Charge: Instant.
  • Requires: Staff/Unarmed.
  • Other: Wind elemental attack, Affected by the average of target’s defense and resistance.

Revive: Targets one ally, reviving them with 1 HP.

  • Cost: 12 AP.
  • Charge: Instant.

Chi Burst: Overwhelmingly Strong Spirit based attack, targets one enemy, ignores enemy defense.

  • Cost: 30 AP.
  • Charge: Instant.

Monk Passives

Brawler: Attack while unarmed is increased by strength.

  • Cost: 1 PP.

HP Boost: +20% HP.

  • Cost: 4 PP.

Counter: Counters physical attacks with a Weak Attack/Strength based attack.

  • Cost: 3 PP.

Synergies

Monk & Warrior

Monk and Warrior go together well if you also grab the Brawler ability from the former as Warrior’s high Strength lends itself well to most of Monk’s abilities. Monk also provides status curing abilities, HP regen, and a revival skill if used as a sub job. Warrior’s abilities give Monk some Debuffs to their attacks at a cheaper cost then some of Monk’s other skills. All of Monk’s Passives work extremely well with Warrior, and the same can be said for Warriors non weapon related passives.

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2 Comments

    • Damage can’t go below zero, so if you have more than 100% variance you’ll be increasing the range’s max while the min stays capped. So if you had 100 damage with 150% variance, that becomes 0-250, which ends up averaging 125.

      Variance can be pesky since it introduces, well, variance. It makes your attacks less consistent. But it can also be utilized to your advantage. I think the duck also mentioned that a high luck stat can affect your rolls, though I’m not sure how much.

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