Class record
Zen Warrior
Striker / Defender
- Tier
- 3
- Difficulty
- 2 / 5
- Main role
- Striker
- Secondary role
- Defender
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Monk mastered.
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points to spend in Athletics, Perception, Insight, Medicine, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 Fitness or Awareness.
- Level 6Ability 3
- Level 7SoulYou gain +1 Focus, Power, Agility or Toughness.
- Level 8Ultimate ability
Identity & lore
Class overview
Zen Warriors are mobile monks with both offensive and defensive capabilities.
Tactical guidance
Playing Zen Warrior
The Zen Warrior follows up from the monk and gives them some much needed mobility. Walking away from the Serene Water Stance will no longer instantly save you.
Ki Blast II gives you the option to use a Light or Precise attack. This is useful when already in Serene Water stance, since you can follow it up with Flying Kick.
Flying Kick can be used immediately after a Ki Blast has hit and places you next to the target. Because it then reduces the AP cost of Strike of Still Water by 1, you can do a Precise Ki Blast→Flying Kick→Strike of Still Water combo.
Ki Burst is a damage increase that can be used after you've hit an enemy with an attack. Mostly used for adding small points of damage when an enemy barely survives.
Redirected Force takes advantage of the high dodge you will have in serene water stance. You can turn heavy attacks that miss you into attacks the enemy must respond to, or may be completely unable to avoid even when reacting to it.
Secret Art: True Serenity is basically a guaranteed dodge for an entire turn unless the enemy uses sure hit attacks. Due to the +17 bonus that applies even when not dodging, even lock-on attacks will find it near impossible to hit you. As a bonus, you also enter Serene Water Stance from it. Best used when you about to take a lot of attacks in a single turn.

