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Home » The 21 Classes of Achaea » The Monks of Achaea

The Monks of Achaea

A Human Monk in robes, bald and calm, hands raised in a fighting stance

Monks unify mind, body, and spirit. Through Tekura they fight unarmed — punches, kicks, throws that break limbs and cause internal bleeding. Through Kaido they channel Kai energy to heal, harden, and unleash devastating attacks. Through Telepathy they command the mind itself. And those who master Tekura may take up Shikudo, the art of the staff, returning to the armed traditions the Grandmaster of Flowers set aside six centuries ago.


Monk lore and origin

The Monks trace their origin to an ancient order called the Sentaari, who developed the ability to use telepathy and harness Kai energy. They also mastered edgeless weapons — the staff and the cane — which let them defend without killing, while still striking mightily in defence of the peoples of the continent. During the invasion of the Tsol’teth known as the Black Wave, the Sentaari fought with these weapons.

Then, during a civil war in the ancient Seleucarian Empire, invading forces stripped the monks of their weapons to impair their ability to assist the rightful rulers. While his guildsmen were held under martial law, the Grandmaster of Flowers meditated for a month. He unveiled the unarmed art of Tekura, vowing that the monks would never again be made helpless against evil. Combined with the pre-existing Kaido and Telepathy, the Grandmaster drove the Royal Elites from the area around the monastery. Within ten years, the armed arts had fallen into disuse. Within a hundred, they had been forgotten.

In 742 AF, in the wake of murder in the very heart of the Judgement Mountain monastery, the Grandmaster again allowed use of the staff in combat. Those transcendent in Tekura could pursue Shikudo — the art of the staff. Castomira’s centuries-old embargo was lifted.

Modern Monks follow no particular set of beliefs. Some build empires. Some prefer solitary meditation. The Sentaari live on in the form of a House. The class is unrestricted by alignment and can be found in any city.

What a Monk does, in plain terms: trains body to perfection through belted Tekura (12 belts White through Black, 11 katas including Krull which unlocks Shikudo), channels mental discipline through Telepathy (mind-lock combat, suffusing/dazing/draining), and harnesses Kai energy through Kaido (Kaitrance, Kaichoke, Kaicripple). The combination makes the Monk one of the most complete combat platforms in Achaea: physical, mental, and energetic.


Signature combat identity: stance, trance, and Kai

Three things make a Monk a Monk.

The first is the stance. Tekura is the unarmed art forged by the Grandmaster of Flowers. Every Tekura attack is modified by the Monk’s current stance — Horse (the most basic), Eagle (soaring), Cat (agile and defensive), Bear (highly specialised), Rat (well-balanced), Scorpion (devastating attack), and Dragon (the superior state of mind, the capstone stance). A Monk’s combat is stance-driven: pick the wrong stance and damage drops; pick the right stance and an unarmed strike breaks a limb. The class also uses belted progression (White → Black across 12 ranks) and katas — sequences of moves demonstrated for grading.

The second is the trance. Telepathy is the skill of mental manipulation. Some abilities (marked * in the in-game lists) work on any adventurer in the room. Most require a mind lock — the Monk locks minds with a target through the Lock ability, then can Hallucinate, Confuse, Drain, Listen, Command, Crush, Daze, and finally Radiance (destroy the subject with a single blast of mental energy). The skill plays slow and patient: build the lock, then execute. The capstone, Radiance, is one of the few “single-blast kill” abilities in Achaea’s combat system.

The third is Kai energy. Kaido has two halves: bodily-control defence (Vitality, Regeneration, Restoration, Numbness, Boosting) and Kai abilities. Kai energy builds up through proximity to violent action. Once accumulated, the Monk can Kaitrance (enter a mystical trance), Kaichoke remotely, Kaicripple completely, Kaiheal, Surge with focussed power, and at the capstone Enfeeble and Deliverance (“grant your enemies release from this mortal coil”). Kaido is the engine that makes the rest of the class work — Kai-enhanced attacks scale dramatically.

Add Shikudo (the staff art unlocked by mastering Tekura and demonstrating the Krull kata) and the Monk has a complete combat identity: unarmed primary, staff secondary for masters, mental dominance, and Kai-energetic burst. There’s no class quite like it.


The three skills of a Monk

A Monk commands three skill sets: Tekura, Telepathy, and Kaido. A fledgling Monk possesses Tekura and Kaido; Telepathy is gained on embracing the class. Those who achieve mastery over Tekura may also pursue Shikudo, the art of the staff.

Signature abilities: Horse, Combo, Hook

Tekura was developed more than 600 years ago when the Grandmaster of Flowers, meditating for a month after his guildsmen were stripped of weapons, unveiled the unarmed art. Stance modifies the damage and speed of every Tekura attack — always be in a stance. Higher Tekura skill = higher hit and damage.

Belt progression (12 ranks): White, Grey, Yellow, Green, Blue, Orange, Red, Purple, Bronze, Silver, Gold, Black.

Katas (11): Jakata, Lisagi, Rhee, Philos, Tykorima, Opha, Nexus, Kali, Do-san, Rhythos, Krull.

To advance: DEMONSTRATE to show mastery; for grading, find a sensei (3+ belts above, or a black belt) — GRADE from them advances you. Denizen tutors can grade up to silver: ASK GRADING.

Krull is the gateway kata for Shikudo. Once demonstrated for the Grandmaster, the Monk gains access to the silent grove and may take up the staff.

Abilities (33)

AbilityDescription
HorseThe most basic stance.
ComboCombo attacks together.
HookA curving punch.
SnapkickA straight-forward kick.
JabA straight-forward punch.
EagleStance of the soaring eagle.
SidekickA powerful thrusting kick.
UppercutAn upwards hooking punch.
BodyblockUsing your body to block blows.
BlockObstructing departure with your body.
PalmstrikeA strike with your palm to the face.
HammerfistA strike with your fists to the legs.
CatAn agile, defensive stance.
RoundhouseA twisting kick.
EvadeA block that attempts to completely avoid attacks.
SweepAttempting to sweep your opponent off his feet.
BearA highly specialised stance.
SlamA throw to target the head.
MoonkickA powerful, curving kick.
SpearA jabbing punch with an outstretched hand.
RatA well-balanced stance.
ThrustkickA kick designed to push your target away.
WrenchA throw that targets already damaged limbs.
AxeA slow but powerful kick.
GuardingGuarding a body part and counterattacking.
ScorpionA devastatingly powerful attack stance.
WhirlwindThe most powerful kick.
BladehandA swift strike to the side of the neck.
PinchA special and powerful block.
BackbreakerThe ultimate throw.
JumpkickAttack someone in an adjacent room with a flying kick.
DragonThe superior state of mind.
PathSwitch to a new school of study.

Shikudo (unlocked by Krull kata + Grandmaster demonstration): the staff art returned in 742 AF when the Grandmaster lifted Castomira’s centuries-old embargo. Includes 32 staff techniques — Tykonos (defensive form), Willow (speed), Oak (unbent), Gaital (deceptive form of legend), Maelstrom (a form of death), and Dispatch (capstone). See the full Shikudo ability list in your in-game HELP SHIKUDO.

Signature abilities: Sense, Lock, Glance

Telepathy is the skill of mental manipulation. Abilities split into two groups:

  • **Room-target abilities (marked *):** work on any adventurer in the room. Includes Fear*, Hallucinate*, Confuse*, Drain*, Divine*, Disrupt*, Impatience*, Epilepsy*, Stupidity*, Paralyse*, Amnesia*, Deadening*, Crush*, Strip*, Batter*.
  • Mind-lock abilities: require Lock first. Once locked, the Monk can Glance, Throw, Terror, Suffuse, Listen, Fullsense, Isolate, Transfer, Pacify, Empathy, Command, Mindcloak, Hypersense, Barrier, Scan, Travel, Mindnet, Daze, Sapience, Clamp, Blackout, Scythe, Radiance, Mindprints.

The capstone is Radiance — “destroy your subject with a single blast of mental energy.”

Abilities (42)

AbilityDescription
SenseUse your telepathic powers to seek out others.
LockFocus your telepathic power to lock minds with someone.
GlanceLook through the eyes of your subject.
TelesenseDetect attempts to mind lock you or others nearby.
FearFill your target’s mind with an irrational fear. (room-target)
ThrowMentally push a subject in any direction.
HallucinateProject an illusion into the mind of your subject. (room-target)
TerrorStrike utter terror into the mind of your subject.
ConfuseDisrupt and confuse your subject. (room-target)
SuffuseSuffuse the mind of your subject with mental energy.
DrainDraw mana from your subject’s mind into your own. (room-target)
ListenListen to all that your subject hears.
DivineDetermine the health and mana levels of your subject. (room-target)
FullsenseSeek out all minds within your reach.
IsolateCut remote communication off from your subject.
DisruptDestroy your opponent’s mental equilibrium. (room-target)
TransferTransfer a telepathic lock to a fellow telepath.
ImpatienceInability to concentrate on focused tasks. (room-target)
EpilepsyThrow your victim’s nervous system into disarray. (room-target)
PacifySoothe all violent thoughts from your subject’s mind.
EmpathyEstablishing a physical link through your telepathy.
StupidityInduce idiocy in the mind of your opponent. (room-target)
CommandForce a subject to do your bidding.
MindcloakStealth telepathy.
ParalyseExert mental power to paralyse your subject. (room-target)
HypersenseHypersensitivity to telepathic activity.
AmnesiaInduce temporary forgetfulness into your subject. (room-target)
BarrierThrow up a telepathic barrier around your subject.
ScanScan the mind of your subject.
DeadeningDull your opponent’s mind. (room-target)
TravelCross great distances to your subject in a single step.
MindnetCast a mental net about your surroundings.
CrushAttack your subject with a crushing psychic attack. (room-target)
DazeRender your subject extremely vulnerable to hypnosis.
StripStrip the defences from your opponent. (room-target)
SapienceInstantly know your subject’s thoughts and actions.
ClampSet a telepathic mind clamp about your subject.
BlackoutCause a short-lived, total blackout to your subject.
ScytheCleave their psyche asunder.
BatterDevastate your opponent’s mind with an overwhelming attack. (room-target)
RadianceDestroy your subject with a single blast of mental energy.
MindprintsTake a mindprint of your subject.

Signature abilities: Weathering, Vitality, Sturdiness

Kaido has two main parts. The lower abilities are an assortment of defensive abilities that rely on bodily control — automatic mana regeneration, healing limbs by force of will, dodging projectiles, resisting damage, immunity to most poisons, transmuting mana to health. The higher abilities use Kai energy, which builds up through proximity to violent actions.

Once Kai energy is accumulated, the Monk can enter the Kaitrance, Kaichoke remotely, Kaicripple a target, Kaiheal themselves, Surge with focussed power, Burst when external resources fail, Kaiboost their receptiveness, Enfeeble with a massive blast, and at the capstone Deliverance — grant enemies release from this mortal coil.

Abilities (33)

AbilityDescription
WeatheringIncrease your ability to weather damage.
VitalityCall upon a rush of adrenaline to heal you.
SturdinessStanding firm against attempts to move you.
ToughnessIncreased resistance to physical attacks.
DeafBlocking out sound by force of will.
HearingRestoring your hearing.
ClottingReduce the level of your bleeding.
RegenerationRegain health through strength of mind.
SightRestoring your sight.
BlindBlinding yourself to prevent optical damage.
ResistanceReduce the damage taken from magical attacks.
NightsightGain the ability of infravision.
FitnessControlling your breathing.
RestorationHealing damaged limbs by force of will.
ProjectilesAvoiding many projectiles.
DodgingAvoiding attacks from the sky.
ConstitutionMaintaining your intestinal equilibrium.
SplittingConstant meditation by splitting your consciousness.
BreathingHolding your breath.
ConsciousnessThe ability to stay conscious at all times.
ImmunityImmunity from most poisons.
BoostingIncreasing your rate of regeneration.
TransmuteInstantly convert mana into health.
NumbnessDelaying the effects of damage.
KaitranceEntering the mystical Kai Trance.
KaichokeCrush a victim’s windpipe remotely.
KaicrippleCripple your target completely.
KaihealHealing yourself with Kai energy.
SurgeA blast of focussed power.
BurstWhen the external will not supply.
KaiboostIncrease your receptiveness to Kai energy.
EnfeebleUnleash a massive blast of kai energy at your opponent.
DeliveranceGrant your enemies release from this mortal coil.

Tekura Monk-specific specialisation:

AbilityDescription
TransitionPush yourself beyond your limits.

Monk Houses and cities

See Achaea’s city-states for the cities where these Houses recruit.

Monk is unrestricted by alignment. 16 Houses, same wide acceptance as Bard, Magi, Serpent.

HouseCityNotes
The SomatikosHashanHashan body-discipline House. The most on-brand home for Monks, given Tekura and Kaido’s body-perfection focus.
The Krymenian AcademyHashanHashan academic House. Strong for Monks who lean toward Telepathy scholarship.
The Vashnarian ShieldCyreneCyrene guardian House.
The VirtuosiCyreneCyrene artistic House.
The Discurean OutridersCyreneCyrene explorer/academic House.
The DawnbladeTargossasTargossan martial House. Monks who serve Light.
The Harbingers of RedemptionTargossasTargossan succour House.
The Dread LegatesMhaldorMhaldorian military House.
The InsidiumMhaldorMhaldorian rites House.
The Esoteric ConsortiumAshtanAshtan martial House.
The Savants of the WheelAshtanAshtan academic House.
The Nemesian VanguardAshtanAshtan front-line House.
The Scions of the IthmiaEleusisEleusis forestal House.
The Heartwood KinEleusisEleusis nature House.
The Grand Merchant Collective(cityless)The trader House.
The Carnivalis Institute of Jestering(cityless)The Jester-founded House.

To check current House availability in-game: HOUSE LIST MONK.

A note on the Sentaari: The lore notes that the Sentaari — the ancient order that originated the Monk tradition — live on in the form of a House. Player Monks may trace their training to the modern Sentaari lineage even if they don’t belong to a House named directly for it.


What an Achaea Monk might look like

Class shapes silhouette; race shapes everything else about a character’s appearance. The art below shows what a Monk can look like across three of Achaea’s 14 playable races. These are illustrative examples. Any race can play a Monk.


How to roleplay a Monk in Achaea

A Monk’s identity is discipline. Your character has trained their body and mind to a perfection most adventurers never approach. The class lore is explicit: mind, body, and spirit are unified into an indomitable force. Roleplay this.

Three things make Monk roleplay distinct:

Your belt is your character’s progress. Belts (White → Black) and katas are visible markers of how far your Monk has come. Players who reference their belt rank in roleplay — and treat each new belt as a meaningful step — get the strongest Monk character moments. The path from white to black is years of in-character training.

Your stance is part of you. A Monk who fights only in Horse stance reads differently than one who flows between Dragon, Scorpion, and Cat as the fight evolves. The stances are mechanical AND character. A Dragon-stance Monk in combat is in “the superior state of mind” per the lore — that’s a roleplay moment.

You can take any city. Like Magi and Bard, the Monk has no factional pressure. Your character serves whatever cause aligns with their training. A Targossan Monk reads as the disciplined holy warrior. A Mhaldorian Monk reads as the cold theorist of strength. A Hashani Monk reads as the scholar of mind and body. Pick the city; the class adapts.

A few practical notes:

The Somatikos (Hashan) is the natural home. Body-discipline focus matches Tekura and Kaido perfectly. The Krymenian Academy (Hashan) is the secondary home for Monks who lean toward Telepathy scholarship.

Combat has the highest skill ceiling alongside Serpent. Stance management, Kai energy accumulation, mind-lock building, and Tekura attack chaining is a lot to coordinate. The class rewards years of practice.

The Krull kata is a milestone. If your character pursues Shikudo (the staff art), the Krull kata demonstration is a significant in-character moment. Players who play that as a real event — preparation, the demonstration, the staff selection at the silent grove — get strong character beats out of it.

If you want a class with the deepest discipline identity in Achaea, three-layer combat through body-mind-energy, and the visible progression of belts and katas, Monk delivers.


Other classes to consider

Three classes worth a look if Monk is on your shortlist (or browse all 21 Achaea classes for the full comparison):

Blademaster: The Named-Blade Tradition

The mind-body sword counterpart. Both classes train their bodies as instruments. Where the Monk fights unarmed (Tekura) or with a staff (Shikudo), the Blademaster fights with a uniquely named blade and the Shin trance. Same alignment flexibility, similar mechanical demands. Choose Blademaster if you want the sword-precision combat instead of unarmed mastery.

Psion: The Aldar Mind-Mage

The other mental-might class. Where the Monk’s Telepathy locks minds and crushes psyches, the Psion’s Psionics culminates in Foresight — piercing time’s veil to see an enemy’s next move. Different ancient lineage (Aldar vs. Sentaari), similar appeal to cerebral combat players.

Bard: Achaea’s Rapier-and-Song

The other performance/discipline class. Both classes treat training as an art form. Where the Monk channels training inward (Kai, stance, kata), the Bard channels training outward (song, saga, rapier). Same flexibility (16 Houses, no factional lock). Choose Bard if outward performance appeals more than inward discipline.

← Back to all 21 classes


Frequently Asked Questions

A Monk’s skills are Tekura, Telepathy, and Kaido. A fledgling Monk possesses Tekura and Kaido; Telepathy is gained on embracing the class. Tekura is the unarmed martial art (stance-driven, with belt progression and katas). Telepathy is mind manipulation, with room-target and mind-lock abilities. Kaido covers bodily-control defence and Kai energy. Those who master Tekura may also pursue Shikudo, the staff art unlocked by the Krull kata.

The Monks trace their origin to an ancient order called the Sentaari. The unarmed art of Tekura specifically was developed by the Grandmaster of Flowers — meditating for a month after the Royal Elites stripped his guildsmen of weapons during the Seleucarian civil war. He combined Tekura with the pre-existing Kaido and Telepathy and drove the Royal Elites from around the monastery. The Sentaari live on today in the form of a House.

Shikudo is the art of the staff. It was the Sentaari’s original armed tradition before the Grandmaster of Flowers set it aside in favour of Tekura. In 742 AF, in the wake of murder at the Judgement Mountain monastery, the Grandmaster lifted the centuries-old embargo. Monks who reach transcendence in Tekura — demonstrating the Krull kata for the Grandmaster — may take up the staff. The Monk visits the silent grove and plucks a branch of willow or oak.

Tekura has 12 belt ranks (White, Grey, Yellow, Green, Blue, Orange, Red, Purple, Bronze, Silver, Gold, Black) and 11 katas (Jakata, Lisagi, Rhee, Philos, Tykorima, Opha, Nexus, Kali, Do-san, Rhythos, Krull). To advance: demonstrate the relevant kata to a sensei (any black belt or someone at least 3 belts above you). They GRADE to advance you. Denizen tutors can grade up to silver belt via ASK GRADING.

Sixteen Houses across all six city-states plus two cityless options — same wide acceptance as Bard, Magi, Serpent. The Somatikos (Hashan’s body-discipline House) is the most thematically on-brand. The Krymenian Academy (Hashan) suits Monks who lean toward Telepathy scholarship. Use HOUSE LIST MONK in-game to confirm current availability.

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